File: Ship.cpp

package info (click to toggle)
endless-sky 0.10.16-3
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 414,608 kB
  • sloc: cpp: 73,435; python: 893; xml: 666; sh: 271; makefile: 28
file content (5278 lines) | stat: -rw-r--r-- 156,798 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
/* Ship.cpp
Copyright (c) 2014 by Michael Zahniser

Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.

Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/

#include "Ship.h"

#include "audio/Audio.h"
#include "CategoryList.h"
#include "CategoryType.h"
#include "DamageDealt.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "Effect.h"
#include "Flotsam.h"
#include "text/Format.h"
#include "FormationPattern.h"
#include "GameData.h"
#include "Government.h"
#include "JumpType.h"
#include "Logger.h"
#include "image/Mask.h"
#include "Messages.h"
#include "Phrase.h"
#include "Planet.h"
#include "PlayerInfo.h"
#include "Preferences.h"
#include "Projectile.h"
#include "Random.h"
#include "ShipEvent.h"
#include "audio/Sound.h"
#include "image/Sprite.h"
#include "image/SpriteSet.h"
#include "StellarObject.h"
#include "Swizzle.h"
#include "System.h"
#include "Visual.h"
#include "Wormhole.h"

#include <algorithm>
#include <cassert>
#include <cmath>
#include <limits>
#include <sstream>

using namespace std;

namespace {
	const string FIGHTER_REPAIR = "Repair fighters in";
	const vector<string> BAY_SIDE = {"inside", "over", "under"};
	const vector<string> BAY_FACING = {"forward", "left", "right", "back"};
	const vector<Angle> BAY_ANGLE = {Angle(0.), Angle(-90.), Angle(90.), Angle(180.)};

	const vector<string> ENGINE_SIDE = {"under", "over"};
	const vector<string> STEERING_FACING = {"none", "left", "right"};

	const double MAXIMUM_TEMPERATURE = 100.;

	// Scanning takes up to 10 seconds (SCAN_TIME / MIN_SCAN_STEPS)
	// dependent on the range from the ship (among other factors).
	// The scan speed uses a gaussian drop-off with the reported scan radius as the standard deviation.
	const double SCAN_TIME = 600.;
	// Always gain at least 1 step of scan progress for every frame spent scanning while in range.
	// This ensures every scan completes within 600 frames (10 seconds) of being in range.
	const double MIN_SCAN_STEPS = 1.;
	// Exponential dropoff of scan rate starts at scan rate of SCAN_TIME/LINEAR_RATE
	// with an exponent of SCAN_DROPOFF_EXPONENT.
	const double LINEAR_RATE = 5.;
	const double SCAN_DROPOFF_EXPONENT = 5.;

	// In Ship::Scan, ships smaller than this are treated as being this size.
	const double SCAN_MIN_CARGO_SPACE = 40.;
	const double SCAN_MIN_OUTFIT_SPACE = 200.;

	// Formula for calculating scan speed tuning factors:
	// factor = pow(framesToFullScan / (SCAN_TIME * sqrt(scanEfficiency)), -1.5) / referenceSize

	// Cargo scanner (5) takes 10 seconds (600/600=1.0) to scan a Bulk freighter (600 space) at 0 range.
	const double SCAN_CARGO_FACTOR = pow(1.0 / sqrt(5.), -1.5) / 600.;

	// Outfit scanner (15) takes 10 seconds (600/600=1.0) to scan a Bactrian (740 space) at 0 range.
	const double SCAN_OUTFIT_FACTOR = pow(1.0 / sqrt(15.), -1.5) / 740.;

	// Total number of frames the damaged overlay is show, if any.
	constexpr int TOTAL_DAMAGE_FRAMES = 40;

	constexpr uint8_t MAX_THRUST_HELD_FRAMES = 12;

	// Helper function to transfer energy to a given stat if it is less than the
	// given maximum value.
	void DoRepair(double &stat, double &available, double maximum)
	{
		double transfer = max(0., min(available, maximum - stat));
		stat += transfer;
		available -= transfer;
	}

	// Helper function to repair a given stat up to its maximum, limited by
	// how much repair is available and how much energy, fuel, and heat are available.
	// Updates the stat, the available amount, and the energy, fuel, and heat amounts.
	void DoRepair(double &stat, double &available, double maximum, double &energy, double energyCost,
		double &fuel, double fuelCost, double &heat, double heatCost)
	{
		if(available <= 0. || stat >= maximum)
			return;

		// Energy, heat, and fuel costs are the energy, fuel, or heat required per unit repaired.
		if(energyCost > 0.)
			available = min(available, energy / energyCost);
		if(fuelCost > 0.)
			available = min(available, fuel / fuelCost);
		if(heatCost < 0.)
			available = min(available, heat / -heatCost);

		double transfer = min(available, maximum - stat);
		if(transfer > 0.)
		{
			stat += transfer;
			available -= transfer;
			energy -= transfer * energyCost;
			fuel -= transfer * fuelCost;
			heat += transfer * heatCost;
		}
	}

	// Helper function to reduce a given status effect according
	// to its resistance, limited by how much energy, fuel, and heat are available.
	// Updates the stat and the energy, fuel, and heat amounts.
	void DoStatusEffect(bool isDeactivated, double &stat, double resistance, double &energy, double energyCost,
		double &fuel, double fuelCost, double &heat, double heatCost)
	{
		if(isDeactivated || resistance <= 0.)
		{
			stat = max(0., .99 * stat);
			return;
		}

		// Calculate how much resistance can be used assuming no
		// energy or fuel cost.
		resistance = .99 * stat - max(0., .99 * stat - resistance);

		// Limit the resistance by the available energy, heat, and fuel.
		if(energyCost > 0.)
			resistance = min(resistance, energy / energyCost);
		if(fuelCost > 0.)
			resistance = min(resistance, fuel / fuelCost);
		if(heatCost < 0.)
			resistance = min(resistance, heat / -heatCost);

		// Update the stat, energy, heat, and fuel given how much resistance is being used.
		if(resistance > 0.)
		{
			stat = max(0., .99 * stat - resistance);
			energy -= resistance * energyCost;
			fuel -= resistance * fuelCost;
			heat += resistance * heatCost;
		}
		else
			stat = max(0., .99 * stat);
	}

	// Get an overview of how many weapon-outfits are equipped.
	map<const Outfit *, int> GetEquipped(const vector<Hardpoint> &weapons)
	{
		map<const Outfit *, int> equipped;
		for(const Hardpoint &hardpoint : weapons)
			if(hardpoint.GetOutfit())
				++equipped[hardpoint.GetOutfit()];
		return equipped;
	}

	void LogWarning(const string &trueModelName, const string &name, string &&warning)
	{
		string shipID = trueModelName + (name.empty() ? ": " : " \"" + name + "\": ");
		Logger::LogError(shipID + std::move(warning));
	}

	// Transfer as many of the given outfits from the source ship to the target
	// ship as the source ship can remove and the target ship can handle. Returns the
	// items and amounts that were actually transferred (so e.g. callers can determine
	// how much material was transferred, if any).
	map<const Outfit *, int> TransferAmmo(const map<const Outfit *, int> &stockpile, Ship &from, Ship &to)
	{
		auto transferred = map<const Outfit *, int>{};
		for(auto &&item : stockpile)
		{
			assert(item.second > 0 && "stockpile count must be positive");
			int unloadable = abs(from.Attributes().CanAdd(*item.first, -item.second));
			int loadable = to.Attributes().CanAdd(*item.first, unloadable);
			if(loadable > 0)
			{
				from.AddOutfit(item.first, -loadable);
				to.AddOutfit(item.first, loadable);
				transferred[item.first] = loadable;
			}
		}
		return transferred;
	}

	// Ships which are scrambled have a chance for their weapons to jam,
	// delaying their firing for another reload cycle.
	// The scale is such that a weapon with a scrambling damage of 6 and a reload
	// of 60 (i.e. the ion cannon) will approximately have an 9.5% of jamming its
	// target, while seven of those same weapons will have a 50% chance of jamming.
	// Very small amounts of scrambling are ignored, to prevent weapons from jamming
	// well after combat has ended.
	double CalculateJamChance(double scrambling)
	{
		return scrambling > .1 ? 1. - pow(2., -1. * (scrambling / 70.)) : 0.;
	}
}



// Construct and Load() at the same time.
Ship::Ship(const DataNode &node, const ConditionsStore *playerConditions)
{
	Load(node, playerConditions);
}



void Ship::Load(const DataNode &node, const ConditionsStore *playerConditions)
{
	if(node.Size() >= 2)
		trueModelName = node.Token(1);
	if(node.Size() >= 3)
	{
		base = GameData::Ships().Get(trueModelName);
		variantName = node.Token(2);
	}
	isDefined = true;

	government = GameData::PlayerGovernment();

	// Note: I do not clear the attributes list here so that it is permissible
	// to override one ship definition with another.
	bool hasEngine = false;
	bool hasArmament = false;
	bool hasBays = false;
	bool hasExplode = false;
	bool hasLeak = false;
	bool hasFinalExplode = false;
	bool hasOutfits = false;
	bool hasDescription = false;
	for(const DataNode &child : node)
	{
		const string &key = child.Token(0);
		bool hasValue = child.Size() >= 2;
		bool add = (key == "add");
		if(add && (!hasValue || child.Token(1) != "attributes"))
		{
			child.PrintTrace("Skipping invalid use of 'add' with " + (child.Size() < 2
					? "no key." : "key: " + child.Token(1)));
			continue;
		}
		if(key == "sprite")
			LoadSprite(child);
		else if(key == "thumbnail" && hasValue)
			thumbnail = SpriteSet::Get(child.Token(1));
		else if(key == "name" && hasValue)
			givenName = child.Token(1);
		else if(key == "display name" && hasValue)
			displayModelName = child.Token(1);
		else if(key == "plural" && hasValue)
			pluralModelName = child.Token(1);
		else if(key == "variant map name" && hasValue)
			variantMapShopName = child.Token(1);
		else if(key == "noun" && hasValue)
			noun = child.Token(1);
		else if(key == "swizzle" && hasValue)
			customSwizzleName = child.Token(1);
		else if(key == "uuid" && hasValue)
			uuid = EsUuid::FromString(child.Token(1));
		else if(key == "attributes" || add)
		{
			if(!add)
				baseAttributes.Load(child, playerConditions);
			else
			{
				addAttributes = true;
				attributes.Load(child, playerConditions);
			}
		}
		else if((key == "engine" || key == "reverse engine" || key == "steering engine") && child.Size() >= 3)
		{
			if(!hasEngine)
			{
				enginePoints.clear();
				reverseEnginePoints.clear();
				steeringEnginePoints.clear();
				hasEngine = true;
			}
			bool reverse = (key == "reverse engine");
			bool steering = (key == "steering engine");

			vector<EnginePoint> &editPoints = (!steering && !reverse) ? enginePoints :
				(reverse ? reverseEnginePoints : steeringEnginePoints);
			editPoints.emplace_back(Point(child.Value(1), child.Value(2)) * 0.5,
				(child.Size() > 3 ? child.Value(3) : 1.));
			EnginePoint &engine = editPoints.back();
			if(reverse)
				engine.facing = Angle(180.);
			for(const DataNode &grand : child)
			{
				const string &grandKey = grand.Token(0);
				bool grandHasValue = grand.Size() >= 2;
				if(grandKey == "zoom" && grandHasValue)
					engine.zoom = grand.Value(1);
				else if(grandKey == "angle" && grandHasValue)
					engine.facing += Angle(grand.Value(1));
				else if(grandKey == "gimbal" && grandHasValue)
					engine.gimbal += Angle(grand.Value(1));
				else
				{
					for(unsigned j = 1; j < ENGINE_SIDE.size(); ++j)
						if(grandKey == ENGINE_SIDE[j])
							engine.side = j;
					if(steering)
						for(unsigned j = 1; j < STEERING_FACING.size(); ++j)
							if(grandKey == STEERING_FACING[j])
								engine.steering = j;
				}
			}
		}
		else if(key == "gun" || key == "turret")
		{
			if(!hasArmament)
			{
				armament = Armament();
				hasArmament = true;
			}
			const Outfit *outfit = nullptr;
			Point hardpoint;
			if(child.Size() >= 3)
			{
				hardpoint = Point(child.Value(1), child.Value(2));
				if(child.Size() >= 4)
					outfit = GameData::Outfits().Get(child.Token(3));
			}
			else
			{
				if(hasValue)
					outfit = GameData::Outfits().Get(child.Token(1));
			}
			Hardpoint::BaseAttributes attributes;
			attributes.baseAngle = Angle(0.);
			attributes.isParallel = false;
			attributes.isOmnidirectional = true;
			attributes.turnMultiplier = 0.;
			bool drawUnder = (key == "gun");
			if(child.HasChildren())
			{
				bool defaultBaseAngle = true;
				for(const DataNode &grand : child)
				{
					bool needToCheckAngles = false;
					const string &grandKey = grand.Token(0);
					if(grandKey == "angle" && grand.Size() >= 2)
					{
						attributes.baseAngle = grand.Value(1);
						needToCheckAngles = true;
						defaultBaseAngle = false;
					}
					else if(grandKey == "parallel")
						attributes.isParallel = true;
					else if(grandKey == "arc" && grand.Size() >= 3)
					{
						attributes.isOmnidirectional = false;
						attributes.minArc = Angle(grand.Value(1));
						attributes.maxArc = Angle(grand.Value(2));
						needToCheckAngles = true;
						if(!Angle(0.).IsInRange(attributes.minArc, attributes.maxArc))
							grand.PrintTrace("Warning: Minimum arc is higher than maximum arc. Might not work as expected.");
					}
					else if(grandKey == "blindspot" && grand.Size() >= 3)
						attributes.blindspots.emplace_back(grand.Value(1), grand.Value(2));
					else if(grandKey == "turret turn multiplier")
						attributes.turnMultiplier = grand.Value(1);
					else if(grandKey == "under")
						drawUnder = true;
					else if(grandKey == "over")
						drawUnder = false;
					else
						grand.PrintTrace("Warning: Child nodes of \"" + key
							+ "\" tokens can only be \"angle\", \"parallel\", or \"arc\":");

					if(needToCheckAngles && !defaultBaseAngle && !attributes.isOmnidirectional)
					{
						attributes.minArc += attributes.baseAngle;
						attributes.maxArc += attributes.baseAngle;
					}
				}
				if(!attributes.isOmnidirectional && defaultBaseAngle)
				{
					const Angle &first = attributes.minArc;
					const Angle &second = attributes.maxArc;
					attributes.baseAngle = first + (second - first).AbsDegrees() / 2.;
				}
			}
			if(key == "gun")
				armament.AddGunPort(hardpoint, attributes, drawUnder, outfit);
			else
				armament.AddTurret(hardpoint, attributes, drawUnder, outfit);
		}
		else if(key == "never disabled")
			neverDisabled = true;
		else if(key == "uncapturable")
			isCapturable = false;
		else if(((key == "fighter" || key == "drone") && child.Size() >= 3) ||
			(key == "bay" && child.Size() >= 4))
		{
			// While the `drone` and `fighter` keywords are supported for backwards compatibility, the
			// standard format is `bay <ship-category>`, with the same signature for other values.
			string category = "Fighter";
			int childOffset = 0;
			if(key == "drone")
				category = "Drone";
			else if(key == "bay")
			{
				category = child.Token(1);
				childOffset += 1;
			}

			if(!hasBays)
			{
				bays.clear();
				hasBays = true;
			}
			bays.emplace_back(child.Value(1 + childOffset), child.Value(2 + childOffset), category);
			Bay &bay = bays.back();
			for(int i = 3 + childOffset; i < child.Size(); ++i)
			{
				for(unsigned j = 1; j < BAY_SIDE.size(); ++j)
					if(child.Token(i) == BAY_SIDE[j])
						bay.side = j;
				for(unsigned j = 1; j < BAY_FACING.size(); ++j)
					if(child.Token(i) == BAY_FACING[j])
						bay.facing = BAY_ANGLE[j];
			}
			if(child.HasChildren())
				for(const DataNode &grand : child)
				{
					const string &grandKey = grand.Token(0);
					bool grandHasValue = grand.Size() >= 2;
					// Load in the effect(s) to be displayed when the ship launches.
					if(grandKey == "launch effect" && grandHasValue)
					{
						int count = grand.Size() >= 3 ? static_cast<int>(grand.Value(2)) : 1;
						const Effect *e = GameData::Effects().Get(grand.Token(1));
						bay.launchEffects.insert(bay.launchEffects.end(), count, e);
					}
					else if(grandKey == "angle" && grandHasValue)
						bay.facing = Angle(grand.Value(1));
					else
					{
						bool handled = false;
						for(unsigned i = 1; i < BAY_SIDE.size(); ++i)
							if(grandKey == BAY_SIDE[i])
							{
								bay.side = i;
								handled = true;
							}
						for(unsigned i = 1; i < BAY_FACING.size(); ++i)
							if(grandKey == BAY_FACING[i])
							{
								bay.facing = BAY_ANGLE[i];
								handled = true;
							}
						if(!handled)
							grand.PrintTrace("Skipping unrecognized attribute:");
					}
				}
		}
		else if(key == "leak" && hasValue)
		{
			if(!hasLeak)
			{
				leaks.clear();
				hasLeak = true;
			}
			Leak leak(GameData::Effects().Get(child.Token(1)));
			if(child.Size() >= 3)
				leak.openPeriod = child.Value(2);
			if(child.Size() >= 4)
				leak.closePeriod = child.Value(3);
			leaks.push_back(leak);
		}
		else if(key == "explode" && hasValue)
		{
			if(!hasExplode)
			{
				explosionEffects.clear();
				explosionTotal = 0;
				hasExplode = true;
			}
			int count = (child.Size() >= 3) ? child.Value(2) : 1;
			explosionEffects[GameData::Effects().Get(child.Token(1))] += count;
			explosionTotal += count;
		}
		else if(key == "final explode" && hasValue)
		{
			if(!hasFinalExplode)
			{
				finalExplosions.clear();
				hasFinalExplode = true;
			}
			int count = (child.Size() >= 3) ? child.Value(2) : 1;
			finalExplosions[GameData::Effects().Get(child.Token(1))] += count;
		}
		else if(key == "outfits")
		{
			if(!hasOutfits)
			{
				outfits.clear();
				hasOutfits = true;
			}
			for(const DataNode &grand : child)
			{
				int count = (grand.Size() >= 2) ? grand.Value(1) : 1;
				if(count > 0)
					outfits[GameData::Outfits().Get(grand.Token(0))] += count;
				else
					grand.PrintTrace("Skipping invalid outfit count:");
			}

			// Verify we have at least as many installed outfits as were identified as "equipped."
			// If not (e.g. a variant definition), ensure FinishLoading equips into a blank slate.
			if(!hasArmament)
				for(const auto &pair : GetEquipped(Weapons()))
				{
					auto it = outfits.find(pair.first);
					if(it == outfits.end() || it->second < pair.second)
					{
						armament.UninstallAll();
						break;
					}
				}
		}
		else if(key == "cargo")
			cargo.Load(child);
		else if(key == "crew" && hasValue)
			crew = static_cast<int>(child.Value(1));
		else if(key == "fuel" && hasValue)
			fuel = child.Value(1);
		else if(key == "shields" && hasValue)
			shields = child.Value(1);
		else if(key == "hull" && hasValue)
			hull = child.Value(1);
		else if(key == "position" && child.Size() >= 3)
			position = Point(child.Value(1), child.Value(2));
		else if(key == "system" && hasValue)
			currentSystem = GameData::Systems().Get(child.Token(1));
		else if(key == "planet" && hasValue)
		{
			zoom = 0.;
			landingPlanet = GameData::Planets().Get(child.Token(1));
		}
		else if(key == "destination system" && hasValue)
			targetSystem = GameData::Systems().Get(child.Token(1));
		else if(key == "parked")
			isParked = true;
		else if(key == "description" && hasValue)
		{
			if(!hasDescription)
			{
				description.Clear();
				hasDescription = true;
			}
			description.Load(child, playerConditions);
		}
		else if(key == "formation" && hasValue)
			formationPattern = GameData::Formations().Get(child.Token(1));
		else if(key == "remove" && hasValue)
		{
			if(child.Token(1) == "bays")
				removeBays = true;
			else
				child.PrintTrace("Skipping unsupported \"remove\":");
		}
		else if(key != "actions")
			child.PrintTrace("Skipping unrecognized attribute:");
	}

	// Variants will import their display and plural names from the base model in FinishLoading.
	if(variantName.empty())
	{
		if(displayModelName.empty())
			displayModelName = trueModelName;

		// If no plural model name was given, default to the model name with an 's' appended.
		// If the model name ends with an 's' or 'z', print a warning because the default plural will never be correct.
		if(pluralModelName.empty())
		{
			pluralModelName = displayModelName + 's';
			if(displayModelName.back() == 's' || displayModelName.back() == 'z')
				node.PrintTrace("Warning: explicit plural name definition required, but none is provided. Defaulting to \""
					+ pluralModelName + "\".");
		}
	}
}



// When loading a ship, some of the outfits it lists may not have been
// loaded yet. So, wait until everything has been loaded, then call this.
void Ship::FinishLoading(bool isNewInstance)
{
	// All copies of this ship should save pointers to the "explosion" weapon
	// definition stored safely in the ship model, which will not be destroyed
	// until GameData is when the program quits. Also copy other attributes of
	// the base model if no overrides were given.
	if(GameData::Ships().Has(trueModelName))
	{
		const Ship *model = GameData::Ships().Get(trueModelName);
		explosionWeapon = &model->BaseAttributes();
		if(displayModelName.empty())
			displayModelName = model->displayModelName;
		if(pluralModelName.empty())
			pluralModelName = model->pluralModelName;
		if(noun.empty())
			noun = model->noun;
		if(!thumbnail)
			thumbnail = model->thumbnail;
	}

	// If this ship has a base class, copy any attributes not defined here.
	// Exception: uncapturable and "never disabled" flags don't carry over.
	if(base && base != this)
	{
		if(!GetSprite())
			reinterpret_cast<Body &>(*this) = *base;
		if(customSwizzleName.empty())
			customSwizzleName = base->CustomSwizzleName();
		if(baseAttributes.Attributes().empty())
			baseAttributes = base->baseAttributes;
		if(bays.empty() && !base->bays.empty() && !removeBays)
			bays = base->bays;
		if(enginePoints.empty())
			enginePoints = base->enginePoints;
		if(reverseEnginePoints.empty())
			reverseEnginePoints = base->reverseEnginePoints;
		if(steeringEnginePoints.empty())
			steeringEnginePoints = base->steeringEnginePoints;
		if(explosionEffects.empty())
		{
			explosionEffects = base->explosionEffects;
			explosionTotal = base->explosionTotal;
		}
		if(finalExplosions.empty())
			finalExplosions = base->finalExplosions;
		const bool inheritsOutfits = outfits.empty();
		if(inheritsOutfits)
			outfits = base->outfits;
		if(description.IsEmpty())
			description = base->description;

		bool hasHardpoints = false;
		if(inheritsOutfits && armament.Get().empty())
		{
			hasHardpoints = true;
			armament = base->armament;
		}
		for(const Hardpoint &hardpoint : armament.Get())
			if(hardpoint.GetPoint())
				hasHardpoints = true;

		if(!hasHardpoints)
		{
			// Check if any hardpoint locations were not specified.
			auto bit = base->Weapons().begin();
			auto bend = base->Weapons().end();
			auto nextGun = armament.Get().begin();
			auto nextTurret = armament.Get().begin();
			auto end = armament.Get().end();
			Armament merged;
			for( ; bit != bend; ++bit)
			{
				if(!bit->IsTurret())
				{
					while(nextGun != end && nextGun->IsTurret())
						++nextGun;
					const Outfit *outfit = (nextGun == end) ? nullptr : nextGun->GetOutfit();
					merged.AddGunPort(bit->GetPoint() * 2., bit->GetBaseAttributes(), bit->IsUnder(), outfit);
					if(nextGun != end)
						++nextGun;
				}
				else
				{
					while(nextTurret != end && !nextTurret->IsTurret())
						++nextTurret;
					const Outfit *outfit = (nextTurret == end) ? nullptr : nextTurret->GetOutfit();
					merged.AddTurret(bit->GetPoint() * 2., bit->GetBaseAttributes(), bit->IsUnder(), outfit);
					if(nextTurret != end)
						++nextTurret;
				}
			}
			armament = merged;
		}
	}
	else if(removeBays)
		bays.clear();
	// Check that all the "equipped" weapons actually match what your ship
	// has, and that they are truly weapons. Remove any excess weapons and
	// warn if any non-weapon outfits are "installed" in a hardpoint.
	auto equipped = GetEquipped(Weapons());
	for(auto &it : equipped)
	{
		auto outfitIt = outfits.find(it.first);
		int amount = (outfitIt != outfits.end() ? outfitIt->second : 0);
		int excess = it.second - amount;
		if(excess > 0)
		{
			// If there are more hardpoints specifying this outfit than there
			// are instances of this outfit installed, remove some of them.
			armament.Add(it.first, -excess);
			it.second -= excess;

			LogWarning(VariantName(), GivenName(),
					"outfit \"" + it.first->TrueName() + "\" equipped but not included in outfit list.");
		}
		else if(!it.first->IsWeapon())
			// This ship was specified with a non-weapon outfit in a
			// hardpoint. Hardpoint::Install removes it, but issue a
			// warning so the definition can be fixed.
			LogWarning(VariantName(), GivenName(),
					"outfit \"" + it.first->TrueName() + "\" is not a weapon, but is installed as one.");
	}

	// Mark any drone that has no "automaton" value as an automaton, to
	// grandfather in the drones from before that attribute existed.
	if(baseAttributes.Category() == "Drone" && !baseAttributes.Get("automaton"))
		baseAttributes.Set("automaton", 1.);

	baseAttributes.Set("gun ports", armament.GunCount());
	baseAttributes.Set("turret mounts", armament.TurretCount());

	if(addAttributes)
	{
		// Store attributes from an "add attributes" node in the ship's
		// baseAttributes so they can be written to the save file.
		baseAttributes.Add(attributes);
		baseAttributes.AddLicenses(attributes);
		addAttributes = false;
	}
	// Add the attributes of all your outfits to the ship's base attributes.
	attributes = baseAttributes;
	vector<string> undefinedOutfits;
	for(const auto &it : outfits)
	{
		if(!it.first->IsDefined())
		{
			undefinedOutfits.emplace_back("\"" + it.first->TrueName() + "\"");
			continue;
		}
		attributes.Add(*it.first, it.second);
		// Some ship variant definitions do not specify which weapons
		// are placed in which hardpoint. Add any weapons that are not
		// yet installed to the ship's armament.
		if(it.first->IsWeapon())
		{
			int count = it.second;
			auto eit = equipped.find(it.first);
			if(eit != equipped.end())
				count -= eit->second;

			if(count)
			{
				count -= armament.Add(it.first, count);
				if(count)
					LogWarning(VariantName(), GivenName(),
						"weapon \"" + it.first->TrueName() + "\" installed, but insufficient slots to use it.");
			}
		}
	}
	if(!undefinedOutfits.empty())
	{
		bool plural = undefinedOutfits.size() > 1;
		// Print the ship name once, then all undefined outfits. If we're reporting for a stock ship, then it
		// doesn't have a name, and missing outfits aren't named yet either. A variant name might exist, though.
		string message;
		if(isYours)
		{
			message = "Player ship " + trueModelName + " \"" + givenName + "\":";
			string PREFIX = plural ? "\n\tUndefined outfit " : " undefined outfit ";
			for(auto &&outfit : undefinedOutfits)
				message += PREFIX + outfit;
		}
		else
		{
			message = variantName.empty() ? "Stock ship \"" + trueModelName + "\": "
				: trueModelName + " variant \"" + variantName + "\": ";
			message += to_string(undefinedOutfits.size()) + " undefined outfit" + (plural ? "s" : "") + " installed.";
		}

		Logger::LogError(message);
	}
	// Inspect the ship's armament to ensure that guns are in gun ports and
	// turrets are in turret mounts. This can only happen when the armament
	// is configured incorrectly in a ship or variant definition. Do not
	// bother printing this warning if the outfit is not fully defined.
	for(const Hardpoint &hardpoint : armament.Get())
	{
		const Outfit *outfit = hardpoint.GetOutfit();
		if(outfit && outfit->IsDefined()
				&& (hardpoint.IsTurret() != (outfit->Get("turret mounts") != 0.)))
		{
			string warning = (!isYours && !variantName.empty()) ? "variant \"" + variantName + "\"" : trueModelName;
			if(!givenName.empty())
				warning += " \"" + givenName + "\"";
			warning += ": outfit \"" + outfit->TrueName() + "\" installed as a ";
			warning += (hardpoint.IsTurret() ? "turret but is a gun.\n\tturret" : "gun but is a turret.\n\tgun");
			warning += to_string(2. * hardpoint.GetPoint().X()) + " " + to_string(2. * hardpoint.GetPoint().Y());
			warning += " \"" + outfit->TrueName() + "\"";
			Logger::LogError(warning);
		}
	}
	cargo.SetSize(attributes.Get("cargo space"));
	armament.FinishLoading();

	// Figure out how far from center the farthest hardpoint is.
	weaponRadius = 0.;
	for(const Hardpoint &hardpoint : armament.Get())
		weaponRadius = max(weaponRadius, hardpoint.GetPoint().Length());

	// Allocate enough firing bits for this ship.
	firingCommands.SetHardpoints(armament.Get().size());

	// If this ship is being instantiated for the first time, make sure its
	// crew, fuel, etc. are all refilled.
	if(isNewInstance)
		Recharge();

	// Ensure that all defined bays are of a valid category. Remove and warn about any
	// invalid bays. Add a default "launch effect" to any remaining internal bays if
	// this ship is crewed (i.e. pressurized).
	string warning;
	const auto &bayCategories = GameData::GetCategory(CategoryType::BAY);
	for(auto it = bays.begin(); it != bays.end(); )
	{
		Bay &bay = *it;
		if(!bayCategories.Contains(bay.category))
		{
			warning += "Invalid bay category: " + bay.category + "\n";
			it = bays.erase(it);
			continue;
		}
		else
			++it;
		if(bay.side == Bay::INSIDE && bay.launchEffects.empty() && Crew())
			bay.launchEffects.emplace_back(GameData::Effects().Get("basic launch"));
	}

	canBeCarried = bayCategories.Contains(attributes.Category());

	// Issue warnings if this ship has is misconfigured, e.g. is missing required values
	// or has negative outfit, cargo, weapon, or engine capacity.
	for(auto &&attr : set<string>{"outfit space", "cargo space", "weapon capacity", "engine capacity"})
	{
		double val = attributes.Get(attr);
		if(val < 0)
			warning += attr + ": " + Format::Number(val) + "\n";
	}
	if(attributes.Get("drag") <= 0.)
	{
		warning += "Defaulting " + string(attributes.Get("drag") ? "invalid" : "missing") + " \"drag\" attribute to 100.0\n";
		attributes.Set("drag", 100.);
	}

	// Calculate the values used to determine this ship's value and danger.
	attraction = CalculateAttraction();
	deterrence = CalculateDeterrence();

	if(!warning.empty())
	{
		// This check is mostly useful for variants and stock ships, which have
		// no names. Print the outfits to facilitate identifying this ship definition.
		string message = (!givenName.empty() ? "Ship \"" + givenName + "\" " : "") + "(" + VariantName() + "):\n";
		ostringstream outfitNames;
		outfitNames << "has outfits:\n";
		for(const auto &it : outfits)
			outfitNames << '\t' << it.second << " " + it.first->TrueName() << endl;
		Logger::LogError(message + warning + outfitNames.str());
	}

	// Ships read from a save file may have non-default shields or hull.
	// Perform a full IsDisabled calculation.
	isDisabled = true;
	isDisabled = IsDisabled();

	// Calculate this ship's jump information, e.g. how much it costs to jump, how far it can jump, how it can jump.
	navigation.Calibrate(*this);
	aiCache.Calibrate(*this);

	// A saved ship may have an invalid target system. Since all game data is loaded and all player events are
	// applied at this point, any target system that is not accessible should be cleared. Note: this does not
	// account for systems accessible via wormholes, but also does not need to as AI will route the ship properly.
	if(!isNewInstance && targetSystem)
	{
		string message = "Warning: " + string(isYours ? "player-owned " : "NPC ")
			+ trueModelName + " \"" + givenName + "\": Cannot reach target system \"" + targetSystem->TrueName();
		if(!currentSystem)
		{
			Logger::LogError(message + "\" (no current system).");
			targetSystem = nullptr;
		}
		else if(!currentSystem->Links().contains(targetSystem)
			&& (!navigation.JumpRange() || !currentSystem->JumpNeighbors(navigation.JumpRange()).contains(targetSystem)))
		{
			Logger::LogError(message + "\" by hyperlink or jump from system \"" + currentSystem->TrueName() + ".\"");
			targetSystem = nullptr;
		}
	}

	if(!customSwizzleName.empty())
	{
		customSwizzle = GameData::Swizzles().Get(customSwizzleName);
		if(!customSwizzle->IsLoaded())
			Logger::LogError("Warning: ship \"" + GivenName() + "\" refers to nonexistent swizzle \""
				+ customSwizzleName + "\".");
	}
}



// Check if this ship (model) and its outfits have been defined.
bool Ship::IsValid() const
{
	for(auto &&outfit : outfits)
		if(!outfit.first->IsDefined())
			return false;

	return isDefined;
}



// Save a full description of this ship, as currently configured.
void Ship::Save(DataWriter &out) const
{
	out.Write("ship", trueModelName);
	out.BeginChild();
	{
		out.Write("name", givenName);
		if(displayModelName != trueModelName)
			out.Write("display name", displayModelName);
		if(pluralModelName != displayModelName + 's')
			out.Write("plural", pluralModelName);
		if(!noun.empty())
			out.Write("noun", noun);
		SaveSprite(out);
		if(thumbnail)
			out.Write("thumbnail", thumbnail->Name());

		if(neverDisabled)
			out.Write("never disabled");
		if(!isCapturable)
			out.Write("uncapturable");
		if(customSwizzle && customSwizzle->IsLoaded())
			out.Write("swizzle", customSwizzle->Name());

		out.Write("uuid", uuid.ToString());

		out.Write("attributes");
		out.BeginChild();
		{
			out.Write("category", baseAttributes.Category());
			out.Write("cost", baseAttributes.Cost());
			out.Write("mass", baseAttributes.Mass());
			for(const auto &it : baseAttributes.FlareSprites())
				for(int i = 0; i < it.second; ++i)
					it.first.SaveSprite(out, "flare sprite");
			for(const auto &it : baseAttributes.FlareSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("flare sound", it.first->Name());
			for(const auto &it : baseAttributes.ReverseFlareSprites())
				for(int i = 0; i < it.second; ++i)
					it.first.SaveSprite(out, "reverse flare sprite");
			for(const auto &it : baseAttributes.ReverseFlareSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("reverse flare sound", it.first->Name());
			for(const auto &it : baseAttributes.SteeringFlareSprites())
				for(int i = 0; i < it.second; ++i)
					it.first.SaveSprite(out, "steering flare sprite");
			for(const auto &it : baseAttributes.SteeringFlareSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("steering flare sound", it.first->Name());
			for(const auto &it : baseAttributes.AfterburnerEffects())
				for(int i = 0; i < it.second; ++i)
					out.Write("afterburner effect", it.first->TrueName());
			for(const auto &it : baseAttributes.JumpEffects())
				for(int i = 0; i < it.second; ++i)
					out.Write("jump effect", it.first->TrueName());
			for(const auto &it : baseAttributes.JumpSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("jump sound", it.first->Name());
			for(const auto &it : baseAttributes.JumpInSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("jump in sound", it.first->Name());
			for(const auto &it : baseAttributes.JumpOutSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("jump out sound", it.first->Name());
			for(const auto &it : baseAttributes.HyperSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("hyperdrive sound", it.first->Name());
			for(const auto &it : baseAttributes.HyperInSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("hyperdrive in sound", it.first->Name());
			for(const auto &it : baseAttributes.HyperOutSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("hyperdrive out sound", it.first->Name());
			for(const auto &it : baseAttributes.CargoScanSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("cargo scan sound", it.first->Name());
			for(const auto &it : baseAttributes.OutfitScanSounds())
				for(int i = 0; i < it.second; ++i)
					out.Write("outfit scan sound", it.first->Name());
			for(const auto &it : baseAttributes.Attributes())
				if(it.second)
					out.Write(it.first, it.second);
		}
		out.EndChild();

		out.Write("outfits");
		out.BeginChild();
		{
			using OutfitElement = pair<const Outfit *const, int>;
			WriteSorted(outfits,
				[](const OutfitElement *lhs, const OutfitElement *rhs)
					{ return lhs->first->TrueName() < rhs->first->TrueName(); },
				[&out](const OutfitElement &it)
				{
					if(it.second == 1)
						out.Write(it.first->TrueName());
					else
						out.Write(it.first->TrueName(), it.second);
				});
		}
		out.EndChild();

		cargo.Save(out);
		out.Write("crew", crew);
		out.Write("fuel", fuel);
		out.Write("shields", shields);
		out.Write("hull", hull);
		out.Write("position", position.X(), position.Y());

		for(const EnginePoint &point : enginePoints)
		{
			out.Write("engine", 2. * point.X(), 2. * point.Y());
			out.BeginChild();
			out.Write("zoom", point.zoom);
			out.Write("angle", point.facing.Degrees());
			out.Write("gimbal", point.gimbal.Degrees());
			out.Write(ENGINE_SIDE[point.side]);
			out.EndChild();

		}
		for(const EnginePoint &point : reverseEnginePoints)
		{
			out.Write("reverse engine", 2. * point.X(), 2. * point.Y());
			out.BeginChild();
			out.Write("zoom", point.zoom);
			out.Write("angle", point.facing.Degrees() - 180.);
			out.Write("gimbal", point.gimbal.Degrees());
			out.Write(ENGINE_SIDE[point.side]);
			out.EndChild();
		}
		for(const EnginePoint &point : steeringEnginePoints)
		{
			out.Write("steering engine", 2. * point.X(), 2. * point.Y());
			out.BeginChild();
			out.Write("zoom", point.zoom);
			out.Write("angle", point.facing.Degrees());
			out.Write("gimbal", point.gimbal.Degrees());
			out.Write(ENGINE_SIDE[point.side]);
			out.Write(STEERING_FACING[point.steering]);
			out.EndChild();
		}
		for(const Hardpoint &hardpoint : armament.Get())
		{
			const char *type = (hardpoint.IsTurret() ? "turret" : "gun");
			if(hardpoint.GetOutfit())
				out.Write(type, 2. * hardpoint.GetPoint().X(), 2. * hardpoint.GetPoint().Y(),
					hardpoint.GetOutfit()->TrueName());
			else
				out.Write(type, 2. * hardpoint.GetPoint().X(), 2. * hardpoint.GetPoint().Y());
			const auto &attributes = hardpoint.GetBaseAttributes();
			const double baseDegree = attributes.baseAngle.Degrees();
			const double firstArc = attributes.minArc.Degrees() - baseDegree;
			const double secondArc = attributes.maxArc.Degrees() - baseDegree;
			out.BeginChild();
			{
				if(baseDegree)
					out.Write("angle", baseDegree);
				if(attributes.isParallel)
					out.Write("parallel");
				if(!attributes.isOmnidirectional)
					out.Write("arc", firstArc, secondArc);
				for(const auto &blindspot : attributes.blindspots)
					out.Write("blindspot", blindspot.first.Degrees(), blindspot.second.Degrees());
				if(attributes.turnMultiplier)
					out.Write("turret turn multiplier", attributes.turnMultiplier);
				if(hardpoint.IsUnder())
					out.Write("under");
				else
					out.Write("over");
			}
			out.EndChild();
		}
		for(const Bay &bay : bays)
		{
			double x = 2. * bay.point.X();
			double y = 2. * bay.point.Y();

			out.Write("bay", bay.category, x, y);

			if(!bay.launchEffects.empty() || bay.facing.Degrees() || bay.side)
			{
				out.BeginChild();
				{
					if(bay.facing.Degrees())
						out.Write("angle", bay.facing.Degrees());
					if(bay.side)
						out.Write(BAY_SIDE[bay.side]);
					for(const Effect *effect : bay.launchEffects)
						out.Write("launch effect", effect->TrueName());
				}
				out.EndChild();
			}
		}
		for(const Leak &leak : leaks)
			out.Write("leak", leak.effect->TrueName(), leak.openPeriod, leak.closePeriod);

		using EffectElement = pair<const Effect *const, int>;
		auto effectSort = [](const EffectElement *lhs, const EffectElement *rhs)
			{ return lhs->first->TrueName() < rhs->first->TrueName(); };
		WriteSorted(explosionEffects, effectSort, [&out](const EffectElement &it)
		{
			if(it.second)
				out.Write("explode", it.first->TrueName(), it.second);
		});
		WriteSorted(finalExplosions, effectSort, [&out](const EffectElement &it)
		{
			if(it.second)
				out.Write("final explode", it.first->TrueName(), it.second);
		});
		if(formationPattern)
			out.Write("formation", formationPattern->TrueName());
		if(currentSystem)
			out.Write("system", currentSystem->TrueName());
		else
		{
			// A carried ship is saved in its carrier's system.
			shared_ptr<const Ship> parent = GetParent();
			if(parent && parent->currentSystem)
				out.Write("system", parent->currentSystem->TrueName());
		}
		if(landingPlanet)
			out.Write("planet", landingPlanet->TrueName());
		if(targetSystem)
			out.Write("destination system", targetSystem->TrueName());
		if(isParked)
			out.Write("parked");
	}
	out.EndChild();
}



const EsUuid &Ship::UUID() const noexcept
{
	return uuid;
}



void Ship::SetUUID(const EsUuid &id)
{
	uuid.Clone(id);
}



const string &Ship::GivenName() const
{
	return givenName;
}



// Set the name of this particular ship.
void Ship::SetGivenName(const string &name)
{
	this->givenName = name;
}



// Set / Get the name of this class of ships, e.g. "Marauder Raven."
void Ship::SetTrueModelName(const string &model)
{
	this->trueModelName = model;
}



const string &Ship::TrueModelName() const
{
	return trueModelName;
}



const string &Ship::DisplayModelName() const
{
	return displayModelName;
}



const string &Ship::PluralModelName() const
{
	return pluralModelName;
}



// Get the name of this ship as a variant.
const string &Ship::VariantName() const
{
	return variantName.empty() ? trueModelName : variantName;
}



// Get the variant name to be displayed on the Shipyard tab of the Map screen.
const string &Ship::VariantMapShopName() const
{
	return variantMapShopName;
}



// Get the generic noun (e.g. "ship") to be used when describing this ship.
const string &Ship::Noun() const
{
	static const string SHIP = "ship";
	return noun.empty() ? SHIP : noun;
}



// Get this ship's description.
string Ship::Description() const
{
	return description.ToString();
}



// Get the shipyard thumbnail for this ship.
const Sprite *Ship::Thumbnail() const
{
	return thumbnail;
}



// Get this ship's cost.
int64_t Ship::Cost() const
{
	return attributes.Cost();
}



// Get the cost of this ship's chassis, with no outfits installed.
int64_t Ship::ChassisCost() const
{
	return baseAttributes.Cost();
}



int64_t Ship::Strength() const
{
	return Cost();
}



double Ship::Attraction() const
{
	return attraction;
}



double Ship::Deterrence() const
{
	return deterrence;
}



// Check if this ship is configured in such a way that it would be difficult
// or impossible to fly.
vector<string> Ship::FlightCheck() const
{
	auto checks = vector<string>{};

	double generation = attributes.Get("energy generation") - attributes.Get("energy consumption");
	double consuming = attributes.Get("fuel energy");
	double solar = attributes.Get("solar collection");
	double battery = attributes.Get("energy capacity");
	double energy = generation + consuming + solar + battery;
	double fuelChange = attributes.Get("fuel generation") - attributes.Get("fuel consumption");
	double fuelCapacity = attributes.Get("fuel capacity");
	double fuel = fuelCapacity + fuelChange;
	double thrust = attributes.Get("thrust");
	double reverseThrust = attributes.Get("reverse thrust");
	double afterburner = attributes.Get("afterburner thrust");
	double thrustEnergy = attributes.Get("thrusting energy");
	double thrustHeat = attributes.Get("thrusting heat");
	double turn = attributes.Get("turn");
	double turnEnergy = attributes.Get("turning energy");
	double turnHeat = attributes.Get("turning heat");
	double hyperDrive = navigation.HasHyperdrive();
	double jumpDrive = navigation.HasJumpDrive();

	// Report the first error condition that will prevent takeoff:
	if(IdleHeat() >= MaximumHeat())
		checks.emplace_back("overheating!");
	else if(energy <= 0.)
		checks.emplace_back("no energy!");
	else if((energy - consuming <= 0.) && (fuel <= 0.))
		checks.emplace_back("no fuel!");
	else if(!thrust && !reverseThrust && !afterburner)
		checks.emplace_back("no thruster!");
	else if(!turn)
		checks.emplace_back("no steering!");

	// If no errors were found, check all warning conditions:
	if(checks.empty())
	{
		if(RequiredCrew() > attributes.Get("bunks"))
			checks.emplace_back("insufficient bunks?");
		if(IdleHeat() <= 0. && (thrustHeat < 0. || turnHeat < 0.))
			checks.emplace_back("insufficient heat?");
		if(!thrust && !reverseThrust)
			checks.emplace_back("afterburner only?");
		if(!thrust && !afterburner)
			checks.emplace_back("reverse only?");
		if(energy <= battery)
			checks.emplace_back("battery only?");
		if(energy < thrustEnergy)
			checks.emplace_back("limited thrust?");
		if(energy < turnEnergy)
			checks.emplace_back("limited turn?");
		if(energy - .8 * solar < .2 * (turnEnergy + thrustEnergy))
			checks.emplace_back("solar power?");
		if(fuel < 0.)
			checks.emplace_back("fuel?");
		if(!canBeCarried)
		{
			if(!hyperDrive && !jumpDrive)
				checks.emplace_back("no hyperdrive?");
			if(fuelCapacity < navigation.JumpFuel())
				checks.emplace_back("no fuel?");
		}
		for(const auto &it : outfits)
			if(it.first->IsWeapon() && it.first->FiringEnergy() > energy)
			{
				checks.emplace_back("insufficient energy to fire?");
				break;
			}
	}

	return checks;
}



void Ship::SetPosition(Point position)
{
	this->position = position;
}



void Ship::SetVelocity(Point velocity)
{
	this->velocity = velocity;
}



// Instantiate a newly-created ship in-flight.
void Ship::Place(Point position, Point velocity, Angle angle, bool isDeparting)
{
	this->position = position;
	this->velocity = velocity;
	this->angle = Angle();
	Turn(angle);

	// If landed, place the ship right above the planet.
	// Escorts should take off a bit behind their flagships.
	if(landingPlanet)
	{
		landingPlanet = nullptr;
		zoom = parent.lock() ? (-.2 + -.8 * Random::Real()) : 0.;
	}
	else
		zoom = 1.;
	// Make sure various special status values are reset.
	heat = IdleHeat();
	ionization = 0.;
	scrambling = 0.;
	disruption = 0.;
	slowness = 0.;
	discharge = 0.;
	corrosion = 0.;
	leakage = 0.;
	burning = 0.;
	shieldDelay = 0;
	hullDelay = 0;
	disabledRecoveryCounter = 0;
	isInvisible = !HasSprite();
	jettisoned.clear();
	jettisonedFromBay.clear();
	hyperspaceCount = 0;
	forget = 1;
	targetShip.reset();
	shipToAssist.reset();
	if(isDeparting)
		lingerSteps = 0;

	// The swizzle is only updated if this ship has a government or when it is departing
	// from a planet. Launching a carry from a carrier does not update its swizzle.
	if(government && isDeparting)
	{
		auto swizzle = customSwizzle ? customSwizzle : government->GetSwizzle();
		SetSwizzle(swizzle);

		// Set swizzle for any carried ships too.
		for(const auto &bay : bays)
		{
			if(bay.ship)
				bay.ship->SetSwizzle(bay.ship->customSwizzle ? bay.ship->customSwizzle : swizzle);
		}
	}
}



// Set which system this ship is in.
void Ship::SetSystem(const System *system)
{
	currentSystem = system;
	navigation.SetSystem(system);
}



void Ship::SetPlanet(const Planet *planet)
{
	zoom = !planet;
	landingPlanet = planet;
}



void Ship::SetGovernment(const Government *government)
{
	if(government)
		SetSwizzle(customSwizzle ? customSwizzle : government->GetSwizzle());
	this->government = government;
}



void Ship::SetIsSpecial(bool special)
{
	isSpecial = special;
}



bool Ship::IsSpecial() const
{
	return isSpecial;
}



void Ship::SetIsYours(bool yours)
{
	isYours = yours;
}



bool Ship::IsYours() const
{
	return isYours;
}



void Ship::SetIsParked(bool parked)
{
	isParked = parked;
}



bool Ship::IsParked() const
{
	return isParked;
}



bool Ship::HasDeployOrder() const
{
	return shouldDeploy;
}



void Ship::SetDeployOrder(bool shouldDeploy)
{
	this->shouldDeploy = shouldDeploy;
}



const Personality &Ship::GetPersonality() const
{
	return personality;
}



void Ship::SetPersonality(const Personality &other)
{
	personality = other;
}



const Phrase *Ship::GetHailPhrase() const
{
	return hail;
}



void Ship::SetHailPhrase(const Phrase &phrase)
{
	hail = &phrase;
}



string Ship::GetHail(map<string, string> &&subs) const
{
	string hailStr = hail ? hail->Get() : government ? government->GetHail(isDisabled) : "";

	if(hailStr.empty())
		return hailStr;

	subs["<npc>"] = GivenName();
	return Format::Replace(hailStr, subs);
}



const ShipAICache &Ship::GetAICache() const
{
	return aiCache;
}



void Ship::UpdateCaches(bool massLessChange)
{
	if(massLessChange)
		aiCache.Calibrate(*this);
	else
	{
		aiCache.Recalibrate(*this);
		navigation.Recalibrate(*this);
	}
}



bool Ship::CanSendHail(const PlayerInfo &player, bool allowUntranslated) const
{
	const System *playerSystem = player.GetSystem();
	if(!playerSystem)
		return false;

	// Make sure this ship is in the same system as the player.
	if(GetSystem() != playerSystem)
		return false;

	// Player ships shouldn't send hails.
	const Government *gov = GetGovernment();
	if(!gov || IsYours())
		return false;

	// Make sure this ship is able to send a hail.
	if(CannotAct(Ship::ActionType::COMMUNICATION) || !Crew() || GetPersonality().IsMute() || GetPersonality().IsQuiet())
		return false;

	// Ships that don't share a language with the player shouldn't communicate when hailed directly.
	// Only random event hails should work, and only if the government explicitly has
	// untranslated hails. This is ensured by the allowUntranslated argument.
	if(!(allowUntranslated && gov->SendUntranslatedHails())
			&& !gov->Language().empty() && !player.Conditions().Get("language: " + gov->Language()))
		return false;

	return true;
}



// Set the commands for this ship to follow this timestep.
void Ship::SetCommands(const Command &command)
{
	commands = command;
}



void Ship::SetCommands(const FireCommand &firingCommand)
{
	firingCommands.UpdateWith(firingCommand);
}



const Command &Ship::Commands() const
{
	return commands;
}



const FireCommand &Ship::FiringCommands() const noexcept
{
	return firingCommands;
}



// Move this ship. A ship may create effects as it moves, in particular if
// it is in the process of blowing up. If this returns false, the ship
// should be deleted.
void Ship::Move(vector<Visual> &visuals, list<shared_ptr<Flotsam>> &flotsam)
{
	// Do nothing with ships that are being forgotten.
	if(StepFlags())
		return;

	// We're done if the ship was destroyed.
	const int destroyResult = StepDestroyed(visuals, flotsam);
	if(destroyResult > 0)
		return;

	const bool isBeingDestroyed = destroyResult;

	// Generate energy, heat, etc. if we're not being destroyed.
	if(!isBeingDestroyed)
		DoGeneration();

	DoPassiveEffects(visuals, flotsam);
	DoJettison(flotsam);
	DoCloakDecision();

	for(uint8_t &held : thrustHeldFrames)
		if(held > 0)
			--held;

	bool isUsingAfterburner = false;

	// Don't let the ship do anything else if it is being destroyed.
	if(!isBeingDestroyed)
	{
		// See if the ship is entering hyperspace.
		// If it is, nothing more needs to be done here.
		if(DoHyperspaceLogic(visuals))
			return;

		// Check if we're trying to land.
		// If we landed, we're done.
		if(DoLandingLogic())
			return;

		// Move the turrets.
		if(!isDisabled)
			armament.Aim(*this, firingCommands);

		DoInitializeMovement();
		StepPilot();
		DoMovement(isUsingAfterburner);
		StepTargeting();
	}

	// Move the ship.
	position += velocity;

	// Show afterburner flares unless the ship is being destroyed.
	if(!isBeingDestroyed)
		DoEngineVisuals(visuals, isUsingAfterburner);

	// Start fading the damage overlay.
	if(damageOverlayTimer)
		--damageOverlayTimer;
}



// Launch any ships that are ready to launch.
void Ship::Launch(list<shared_ptr<Ship>> &ships, vector<Visual> &visuals)
{
	// Allow carried ships to launch from a disabled ship, but not from a ship that
	// is landing, jumping, or cloaked. If already destroyed (e.g. self-destructing),
	// eject any ships still docked, possibly destroying them in the process.
	bool ejecting = IsDestroyed();
	if(!ejecting && (!commands.Has(Command::DEPLOY) || zoom != 1.f || hyperspaceCount ||
			(cloak && !attributes.Get("cloaked deployment"))))
		return;

	for(Bay &bay : bays)
		if(bay.ship
			&& ((bay.ship->Commands().Has(Command::DEPLOY) && !Random::Int(40 + 20 * !bay.ship->attributes.Get("automaton")))
			|| (ejecting && !Random::Int(6))))
		{
			// Resupply any ships launching of their own accord.
			if(!ejecting)
			{
				// Determine which of the fighter's weapons we can restock.
				auto restockable = bay.ship->GetArmament().RestockableAmmo();
				auto toRestock = map<const Outfit *, int>{};
				for(auto &&ammo : restockable)
				{
					int count = OutfitCount(ammo);
					if(count > 0)
						toRestock.emplace(ammo, count);
				}
				auto takenAmmo = TransferAmmo(toRestock, *this, *bay.ship);
				bool tookAmmo = !takenAmmo.empty();
				if(tookAmmo)
				{
					// Update the carried mass cache.
					for(auto &&item : takenAmmo)
						carriedMass += item.first->Mass() * item.second;
				}

				// This ship will refuel naturally based on the carrier's fuel
				// collection, but the carrier may have some reserves to spare.
				double maxFuel = bay.ship->attributes.Get("fuel capacity");
				if(maxFuel)
				{
					double spareFuel = fuel - navigation.JumpFuel();
					if(spareFuel > 0.)
						TransferFuel(spareFuel, bay.ship.get());
					// If still low or out-of-fuel, re-stock the carrier and don't
					// launch, except if some ammo was taken (since we can fight).
					if(!tookAmmo && bay.ship->fuel < .25 * maxFuel)
					{
						TransferFuel(bay.ship->fuel, this);
						continue;
					}
				}
			}
			// Those being ejected may be destroyed if they are already injured.
			else if(bay.ship->Health() < Random::Real())
				bay.ship->SelfDestruct();

			ships.push_back(bay.ship);
			double maxV = bay.ship->MaxVelocity() * (1 + bay.ship->IsDestroyed());
			Point exitPoint = position + angle.Rotate(bay.point);
			// When ejected, ships depart haphazardly.
			Angle launchAngle = ejecting ? Angle(exitPoint - position) : angle + bay.facing;
			Point v = velocity + (.3 * maxV) * launchAngle.Unit() + (.2 * maxV) * Angle::Random().Unit();
			bay.ship->Place(exitPoint, v, launchAngle, false);
			bay.ship->SetSystem(currentSystem);
			bay.ship->SetParent(shared_from_this());
			bay.ship->UnmarkForRemoval();
			// Update the cached sum of carried ship masses.
			carriedMass -= bay.ship->Mass();
			// Create the desired launch effects.
			for(const Effect *effect : bay.launchEffects)
				visuals.emplace_back(*effect, exitPoint, velocity, launchAngle);

			bay.ship.reset();
		}
}



// Check if this ship is boarding another ship.
shared_ptr<Ship> Ship::Board(bool autoPlunder, bool nonDocking)
{
	if(!hasBoarded)
		return shared_ptr<Ship>();
	hasBoarded = false;

	shared_ptr<Ship> victim = GetTargetShip();
	if(CannotAct(Ship::ActionType::BOARD) || !victim || victim->IsDestroyed() || victim->GetSystem() != GetSystem())
		return shared_ptr<Ship>();

	// For a fighter or drone, "board" means "return to ship." Except when the ship is
	// explicitly of the nonDocking type.
	if(CanBeCarried() && !nonDocking)
	{
		SetTargetShip(shared_ptr<Ship>());
		if(!victim->IsDisabled() && victim->GetGovernment() == government)
			victim->Carry(shared_from_this());
		return shared_ptr<Ship>();
	}

	// Board a friendly ship, to repair or refuel it.
	if(!government->IsEnemy(victim->GetGovernment()))
	{
		SetShipToAssist(shared_ptr<Ship>());
		SetTargetShip(shared_ptr<Ship>());
		bool helped = victim->isDisabled;
		victim->hull = min(max(victim->hull, victim->MinimumHull() * 1.5), victim->MaxHull());
		victim->isDisabled = false;
		// Transfer some fuel if needed.
		if(victim->NeedsFuel() && CanRefuel(*victim))
		{
			helped = true;
			TransferFuel(victim->JumpFuelMissing(), victim.get());
		}
		// Transfer some energy, if needed.
		if(victim->Attributes().Get("energy capacity") > 0 && victim->energy < 200.)
		{
			helped = true;
			double toGive = max(attributes.Get("energy capacity") * 0.1, victim->Attributes().Get("energy capacity") * 0.2);
			TransferEnergy(max(200., toGive), victim.get());
		}
		if(helped)
		{
			pilotError = 120;
			victim->pilotError = 120;
		}
		return victim;
	}
	if(!victim->IsDisabled())
		return shared_ptr<Ship>();

	// If the boarding ship is the player, they will choose what to plunder.
	// Always take fuel and energy if you can.
	victim->TransferFuel(victim->fuel, this);
	victim->TransferEnergy(victim->energy, this);
	if(autoPlunder)
	{
		// Take any commodities that fit.
		victim->cargo.TransferAll(cargo, false);

		// Pause for two seconds before moving on.
		pilotError = 120;
	}

	// Stop targeting this ship (so you will not board it again right away).
	if(!autoPlunder || personality.Disables())
		SetTargetShip(shared_ptr<Ship>());
	return victim;
}



// Scan the target, if able and commanded to. Return a ShipEvent bitmask
// giving the types of scan that succeeded.
int Ship::Scan(const PlayerInfo &player)
{
	if(!commands.Has(Command::SCAN) || CannotAct(Ship::ActionType::SCAN))
		return 0;

	shared_ptr<const Ship> target = GetTargetShip();
	if(!(target && target->IsTargetable()))
		return 0;

	// The range of a scanner is proportional to the square root of its power.
	// Because of Pythagoras, if we use square-distance, we can skip this square root.
	double cargoDistanceSquared = attributes.Get("cargo scan power");
	double outfitDistanceSquared = attributes.Get("outfit scan power");

	// Bail out if this ship has no scanners.
	if(!cargoDistanceSquared && !outfitDistanceSquared)
		return 0;

	double cargoSpeed = attributes.Get("cargo scan efficiency");
	if(!cargoSpeed)
		cargoSpeed = cargoDistanceSquared;

	double outfitSpeed = attributes.Get("outfit scan efficiency");
	if(!outfitSpeed)
		outfitSpeed = outfitDistanceSquared;

	// Check how close this ship is to the target it is trying to scan.
	// To normalize 1 "scan power" to reach 100 pixels, divide this square distance by 100^2, or multiply by 0.0001.
	// Because this uses distance squared, to reach 200 pixels away you need 4 "scan power".
	double distanceSquared = target->position.DistanceSquared(position) * .0001;

	// Check the target's outfit and cargo space. A larger ship takes
	// longer to scan.  There's a minimum size below which a smaller ship
	// takes the same amount of time to scan. This avoids small sizes
	// being scanned instantly, or causing a divide by zero error at sizes
	// of 0.
	// If instantly scanning very small ships is desirable, this can be removed.
	// One point of scan opacity is the equivalent of an additional ton of cargo / outfit space
	const double outfitsSize = target->baseAttributes.Get("outfit space") + target->attributes.Get("outfit scan opacity");
	const double cargoSize = target->attributes.Get("cargo space") + target->attributes.Get("cargo scan opacity");
	double outfits = max(SCAN_MIN_OUTFIT_SPACE, outfitsSize) * SCAN_OUTFIT_FACTOR;
	double cargo = max(SCAN_MIN_CARGO_SPACE, cargoSize) * SCAN_CARGO_FACTOR;

	// Check if either scanner has finished scanning.
	bool startedScanning = false;
	int activeScanning = ShipEvent::NONE;
	int result = ShipEvent::NONE;
	auto doScan = [&distanceSquared, &startedScanning, &activeScanning, &result]
			(double &elapsed, const double speed, const double scannerRangeSquared,
					const double depth, const int event)
	-> void
	{
		if(elapsed >= SCAN_TIME)
			return;
		if(distanceSquared > scannerRangeSquared)
			return;

		startedScanning |= !elapsed;
		activeScanning |= event;

		// Total scan time is:
		// Proportional to e^(0.5 * (distance / range)^2),
		// which gives a gaussian relation between scan speed and distance.
		// And proportional to: depth^(2 / 3),
		// which means 8 times the cargo or outfit space takes 4 times as long to scan.
		// Therefore, scan progress each step is proportional to the reciprocals of these values.
		// This can be calculated by multiplying the exponents by -1.
		// Progress = (e^(-0.5 * (distance / range)^2))*depth^(-2 / 3).

		// Set a minimum scan range to avoid extreme values.
		const double distanceExponent = -distanceSquared / max<double>(1e-3, 2. * scannerRangeSquared);

		const double depthFactor = pow(depth, -2. / 3.);

		const double progress = exp(distanceExponent) * sqrt(speed) * depthFactor;

		// For slow scan rates, ensure maximum of 10 seconds to scan.
		if(progress <= LINEAR_RATE)
			elapsed += max(MIN_SCAN_STEPS, progress);
		// For fast scan rates, apply an exponential drop-off to prevent insta-scanning.
		else
			elapsed += SCAN_TIME - (SCAN_TIME - LINEAR_RATE) *
				exp(-(progress - LINEAR_RATE) / SCAN_TIME / SCAN_DROPOFF_EXPONENT);

		if(elapsed >= SCAN_TIME)
			result |= event;
	};
	doScan(cargoScan, cargoSpeed, cargoDistanceSquared, cargo, ShipEvent::SCAN_CARGO);
	doScan(outfitScan, outfitSpeed, outfitDistanceSquared, outfits, ShipEvent::SCAN_OUTFITS);

	// Play the scanning sound if the actor or the target is the player's ship.
	auto playScanSounds = [](const map<const Sound *, int> &sounds, const Point &position)
	{
		if(sounds.empty())
			Audio::Play(Audio::Get("scan"), position, SoundCategory::SCAN);
		else
			for(const auto &sound : sounds)
				Audio::Play(sound.first, position, SoundCategory::SCAN);
	};
	if(attributes.Get("silent scans"))
	{
		// No sounds.
	}
	else if(isYours || (target->isYours))
	{
		if(activeScanning & ShipEvent::SCAN_CARGO)
			playScanSounds(attributes.CargoScanSounds(), position);
		if(activeScanning & ShipEvent::SCAN_OUTFITS)
			playScanSounds(attributes.OutfitScanSounds(), position);
	}

	bool isImportant = false;
	if(target->isYours)
		isImportant = target.get() == player.Flagship() || government->FinesContents(target.get());

	if(startedScanning && isYours)
	{
		if(!target->GivenName().empty())
			Messages::Add("Attempting to scan the " + target->Noun() + " \"" + target->GivenName() + "\"."
				, Messages::Importance::Low);
		else
			Messages::Add("Attempting to scan the selected " + target->Noun() + "."
				, Messages::Importance::Low);

		if(target->GetGovernment()->IsProvokedOnScan() && target->CanSendHail(player))
		{
			// If this ship has no name, show its model name instead.
			string tag;
			const string &gov = target->GetGovernment()->DisplayName();
			if(!target->GivenName().empty())
				tag = gov + " " + target->Noun() + " \"" + target->GivenName() + "\": ";
			else
				tag = target->DisplayModelName() + " (" + gov + "): ";
			Messages::Add(tag + "Please refrain from scanning us or we will be forced to take action.",
				Messages::Importance::Highest);
		}
	}
	else if(startedScanning && target->isYours && isImportant)
		Messages::Add("The " + government->DisplayName() + " " + Noun() + " \""
				+ GivenName() + "\" is attempting to scan your ship \"" + target->GivenName() + "\".",
				Messages::Importance::Low);

	if(target->isYours && !isYours && isImportant)
	{
		if(result & ShipEvent::SCAN_CARGO)
			Messages::Add("The " + government->DisplayName() + " " + Noun() + " \""
					+ GivenName() + "\" completed its cargo scan of your ship \"" + target->GivenName() + "\".",
					Messages::Importance::High);
		if(result & ShipEvent::SCAN_OUTFITS)
			Messages::Add("The " + government->DisplayName() + " " + Noun() + " \""
					+ GivenName() + "\" completed its outfit scan of your ship \"" + target->GivenName()
					+ (target->Attributes().Get("inscrutable") > 0. ? "\" with no useful results." : "\"."),
					Messages::Importance::High);
	}

	// Some governments are provoked when a scan is completed on one of their ships.
	const Government *gov = target->GetGovernment();
	if(result && gov && gov->IsProvokedOnScan() && !gov->IsEnemy(government)
			&& (target->Shields() < .9 || target->Hull() < .9 || !target->GetPersonality().IsForbearing())
			&& !target->GetPersonality().IsPacifist())
		result |= ShipEvent::PROVOKE;

	return result;
}



// Find out what fraction of the scan is complete.
double Ship::CargoScanFraction() const
{
	return cargoScan / SCAN_TIME;
}



double Ship::OutfitScanFraction() const
{
	return outfitScan / SCAN_TIME;
}



// Fire any primary or secondary weapons that are ready to fire. Determines
// if any special weapons (e.g. anti-missile, tractor beam) are ready to fire.
// The firing of special weapons is handled separately.
void Ship::Fire(vector<Projectile> &projectiles, vector<Visual> &visuals, vector<int> *emptySoundsTimer)
{
	isInSystem = true;
	forget = 0;

	// A ship that is about to die creates a special single-turn "projectile"
	// representing its death explosion.
	if(IsDestroyed() && explosionCount == explosionTotal && explosionWeapon)
		projectiles.emplace_back(position, explosionWeapon);

	if(CannotAct(Ship::ActionType::FIRE))
		return;

	antiMissileRange = 0.;
	tractorBeamRange = 0.;
	tractorFlotsam.clear();

	double jamChance = CalculateJamChance(scrambling);

	const vector<Hardpoint> &hardpoints = armament.Get();
	for(unsigned i = 0; i < hardpoints.size(); ++i)
	{
		const Weapon *weapon = hardpoints[i].GetOutfit();
		if(!weapon)
			continue;
		CanFireResult canFire = CanFire(weapon);
		if(canFire == CanFireResult::CAN_FIRE)
		{
			if(weapon->AntiMissile())
				antiMissileRange = max(antiMissileRange, weapon->Velocity() + weaponRadius);
			else if(weapon->TractorBeam())
				tractorBeamRange = max(tractorBeamRange, weapon->Velocity() + weaponRadius);
			else if(firingCommands.HasFire(i))
			{
				armament.Fire(i, *this, projectiles, visuals, Random::Real() < jamChance);
				if(cloak)
				{
					double cloakingFiring = attributes.Get("cloaked firing");
					// Any negative value means shooting does not decloak.
					if(cloakingFiring > 0)
						cloak -= cloakingFiring;
				}
			}
		}
		else if(emptySoundsTimer && !(*emptySoundsTimer)[i]
			&& (canFire == CanFireResult::NO_AMMO || canFire == CanFireResult::NO_FUEL)
			&& firingCommands.HasFire(i) && hardpoints[i].IsReady())
		{
			Audio::Play(weapon->EmptySound(), SoundCategory::WEAPON);
			(*emptySoundsTimer)[i] = weapon->Reload();
		}
	}

	armament.Step(*this);
}



bool Ship::HasAntiMissile() const
{
	return antiMissileRange;
}



bool Ship::HasTractorBeam() const
{
	return tractorBeamRange;
}



// Fire an anti-missile.
bool Ship::FireAntiMissile(const Projectile &projectile, vector<Visual> &visuals)
{
	if(projectile.Position().Distance(position) > antiMissileRange)
		return false;
	if(CannotAct(Ship::ActionType::FIRE))
		return false;

	double jamChance = CalculateJamChance(scrambling);

	const vector<Hardpoint> &hardpoints = armament.Get();
	for(unsigned i = 0; i < hardpoints.size(); ++i)
	{
		const Weapon *weapon = hardpoints[i].GetOutfit();
		if(weapon && CanFire(weapon) == CanFireResult::CAN_FIRE)
			if(armament.FireAntiMissile(i, *this, projectile, visuals, Random::Real() < jamChance))
				return true;
	}

	return false;
}



// Fire tractor beams at the given flotsam. Returns a Point representing the net
// pull on the flotsam from this ship's tractor beams.
Point Ship::FireTractorBeam(const Flotsam &flotsam, vector<Visual> &visuals)
{
	Point pullVector;
	if(flotsam.Position().Distance(position) > tractorBeamRange)
		return pullVector;
	if(CannotAct(ActionType::FIRE))
		return pullVector;
	// Don't waste energy on flotsams that you can't pick up.
	if(!CanPickUp(flotsam))
		return pullVector;
	if(IsYours())
	{
		const auto flotsamSetting = Preferences::GetFlotsamCollection();
		if(flotsamSetting == Preferences::FlotsamCollection::OFF)
			return pullVector;
		if(!GetParent() && flotsamSetting == Preferences::FlotsamCollection::ESCORT)
			return pullVector;
		if(GetParent() && flotsamSetting == Preferences::FlotsamCollection::FLAGSHIP)
			return pullVector;
	}

	double jamChance = CalculateJamChance(scrambling);

	bool opportunisticEscorts = !Preferences::Has("Turrets focus fire");
	const vector<Hardpoint> &hardpoints = armament.Get();
	for(unsigned i = 0; i < hardpoints.size(); ++i)
	{
		const Weapon *weapon = hardpoints[i].GetOutfit();
		if(weapon && CanFire(weapon) == CanFireResult::CAN_FIRE)
			if(armament.FireTractorBeam(i, *this, flotsam, visuals, Random::Real() < jamChance))
			{
				Point hardpointPos = Position() + Zoom() * Facing().Rotate(hardpoints[i].GetPoint());
				// Heavier flotsam are harder to pull.
				pullVector += (hardpointPos - flotsam.Position()).Unit() * weapon->TractorBeam() / flotsam.Mass();
				// Remember that this flotsam is being pulled by a tractor beam so that this ship
				// doesn't try to manually collect it.
				tractorFlotsam.insert(&flotsam);
				// If this ship is opportunistic, then only fire one tractor beam at each flostam.
				if(personality.IsOpportunistic() || (isYours && opportunisticEscorts))
					break;
			}
	}
	return pullVector;
}



const System *Ship::GetSystem() const
{
	return currentSystem;
}



const System *Ship::GetActualSystem() const
{
	auto p = GetParent();
	return currentSystem ? currentSystem : (p ? p->GetSystem() : nullptr);
}



// If the ship is landed, get the planet it has landed on.
const Planet *Ship::GetPlanet() const
{
	return zoom ? nullptr : landingPlanet;
}



bool Ship::IsCapturable() const
{
	return isCapturable;
}



bool Ship::IsTargetable() const
{
	return (zoom == 1.f && !explosionRate && !forget && !isInvisible && !IsCloaked()
		&& hull >= 0. && hyperspaceCount < 70);
}



bool Ship::IsOverheated() const
{
	return isOverheated;
}



bool Ship::IsDisabled() const
{
	if(!isDisabled)
		return false;

	double minimumHull = MinimumHull();
	bool needsCrew = RequiredCrew() != 0;
	return (hull < minimumHull || (!crew && needsCrew));
}



bool Ship::IsBoarding() const
{
	return isBoarding;
}



bool Ship::IsLanding() const
{
	return landingPlanet;
}



bool Ship::IsFleeing() const
{
	return isFleeing;
}



// Check if this ship is currently able to begin landing on its target.
bool Ship::CanLand() const
{
	if(!GetTargetStellar() || !GetTargetStellar()->GetPlanet() || isDisabled || IsDestroyed())
		return false;

	if(!GetTargetStellar()->GetPlanet()->CanLand(*this))
		return false;

	if(commands.Has(Command::WAIT))
		return false;

	Point distance = GetTargetStellar()->Position() - position;
	double speed = velocity.Length();

	return (speed < 1. && distance.Length() < GetTargetStellar()->Radius());
}



bool Ship::CannotAct(ActionType actionType) const
{
	bool cannotAct = zoom != 1.f || isDisabled || hyperspaceCount || pilotError ||
		(actionType == ActionType::COMMUNICATION && !Crew());
	if(cannotAct)
		return true;
	bool canActCloaked = true;
	if(cloak)
		switch(actionType)
		{
			case ActionType::AFTERBURNER:
				canActCloaked = attributes.Get("cloaked afterburner");
				break;
			case ActionType::BOARD:
				canActCloaked = attributes.Get("cloaked boarding");
				break;
			case ActionType::COMMUNICATION:
				canActCloaked = attributes.Get("cloaked communication");
				break;
			case ActionType::FIRE:
				canActCloaked = attributes.Get("cloaked firing");
				break;
			case ActionType::PICKUP:
				canActCloaked = attributes.Get("cloaked pickup");
				break;
			case ActionType::SCAN:
				canActCloaked = attributes.Get("cloaked scanning");
				break;
		}
	return (cloak == 1. && !canActCloaked) || (cloak != 1. && cloak && !cloakDisruption && !canActCloaked);
}



double Ship::Cloaking() const
{
	return isInvisible ? 1. : cloak;
}



bool Ship::IsEnteringHyperspace() const
{
	return hyperspaceSystem;
}



bool Ship::IsHyperspacing() const
{
	return GetHyperspacePercentage() != 0;
}



int Ship::GetHyperspacePercentage() const
{
	return hyperspaceCount;
}



// Check if this ship is hyperspacing, specifically via a jump drive.
bool Ship::IsUsingJumpDrive() const
{
	return (hyperspaceSystem || hyperspaceCount) && isUsingJumpDrive;
}



// Check if this ship is allowed to land on this planet, accounting for its personality.
bool Ship::IsRestrictedFrom(const Planet &planet) const
{
	// The player's ships have no travel restrictions.
	if(isYours || !government)
		return false;

	bool restrictedByGov = government->IsRestrictedFrom(planet);
	// Special ships (such as NPCs) are unrestricted by default and must be explicitly restricted
	// by their government's travel restrictions in order to follow them.
	if(isSpecial)
		return personality.IsRestricted() && restrictedByGov;
	return !personality.IsUnrestricted() && restrictedByGov;
}



// Check if this ship is allowed to enter this system, accounting for its personality.
bool Ship::IsRestrictedFrom(const System &system) const
{
	// The player's ships have no travel restrictions.
	if(isYours || !government)
		return false;

	bool restrictedByGov = government->IsRestrictedFrom(system);
	// Special ships (such as NPCs) are unrestricted by default and must be explicitly restricted
	// by their government's travel restrictions in order to follow them.
	if(isSpecial)
		return personality.IsRestricted() && restrictedByGov;
	return !personality.IsUnrestricted() && restrictedByGov;
}



// Check if this ship is currently able to enter hyperspace to its target.
bool Ship::IsReadyToJump(bool waitingIsReady) const
{
	// Ships can't jump while waiting for someone else, carried, or if already jumping.
	if(IsDisabled() || (!waitingIsReady && commands.Has(Command::WAIT))
			|| hyperspaceCount || !targetSystem || !currentSystem)
		return false;

	// Check if the target system is valid and there is enough fuel to jump.
	pair<JumpType, double> jumpUsed = navigation.GetCheapestJumpType(targetSystem);
	double fuelCost = jumpUsed.second;
	if(!fuelCost || fuel < fuelCost)
		return false;

	Point direction = targetSystem->Position() - currentSystem->Position();
	bool isJump = (jumpUsed.first == JumpType::JUMP_DRIVE);
	double scramThreshold = attributes.Get("scram drive");

	// If the system has a departure distance the ship is only allowed to leave the system
	// if it is beyond this distance.
	double departure = isJump ?
		currentSystem->JumpDepartureDistance() * currentSystem->JumpDepartureDistance()
		: currentSystem->HyperDepartureDistance() * currentSystem->HyperDepartureDistance();
	if(position.LengthSquared() <= departure)
		return false;


	// The ship can only enter hyperspace if it is traveling slowly enough
	// and pointed in the right direction.
	if(!isJump && scramThreshold)
	{
		const double deviation = fabs(direction.Unit().Cross(velocity));
		if(deviation > scramThreshold)
			return false;
	}
	else if(velocity.Length() > attributes.Get("jump speed"))
		return false;

	if(!isJump)
	{
		// Figure out if we're within one turn step of facing this system.
		const bool left = direction.Cross(angle.Unit()) < 0.;
		const Angle turned = angle + TurnRate() * (left - !left);
		const bool stillLeft = direction.Cross(turned.Unit()) < 0.;

		if(left == stillLeft && turned != Angle(direction))
			return false;
	}

	return true;
}



// Get this ship's custom swizzle.
const Swizzle *Ship::CustomSwizzle() const
{
	return customSwizzle;
}



const string &Ship::CustomSwizzleName() const
{
	return customSwizzleName;
}



// Check if the ship is thrusting. If so, the engine sound should be played.
bool Ship::IsThrusting() const
{
	return isThrusting;
}



bool Ship::IsReversing() const
{
	return isReversing;
}



bool Ship::IsSteering() const
{
	return isSteering;
}



double Ship::SteeringDirection() const
{
	return steeringDirection;
}



// Get the points from which engine flares should be drawn.
const vector<Ship::EnginePoint> &Ship::EnginePoints() const
{
	return enginePoints;
}



const vector<Ship::EnginePoint> &Ship::ReverseEnginePoints() const
{
	return reverseEnginePoints;
}



const vector<Ship::EnginePoint> &Ship::SteeringEnginePoints() const
{
	return steeringEnginePoints;
}



// Reduce a ship's hull to low enough to disable it. This is so a ship can be
// created as a derelict.
void Ship::Disable()
{
	shields = 0.;
	hull = min(hull, .5 * MinimumHull());
	isDisabled = true;
}



// Mark a ship as destroyed.
void Ship::Destroy()
{
	hull = -1.;
}



// Trigger the death of this ship.
void Ship::SelfDestruct()
{
	Destroy();
	explosionRate = 1024;
}



void Ship::Restore()
{
	hull = 0.;
	explosionCount = 0;
	explosionRate = 0;
	UnmarkForRemoval();
	Recharge();
}



bool Ship::IsDamaged() const
{
	// Account for ships with no shields when determining if they're damaged.
	return (MaxShields() != 0 && Shields() != 1.) || Hull() != 1.;
}



// Check if this ship has been destroyed.
bool Ship::IsDestroyed() const
{
	return (hull < 0.);
}



// Recharge and repair this ship (e.g. because it has landed).
void Ship::Recharge(int rechargeType, bool hireCrew)
{
	if(IsDestroyed())
		return;

	if(hireCrew)
		crew = min<int>(max(crew, RequiredCrew()), attributes.Get("bunks"));
	pilotError = 0;
	pilotOkay = 0;

	if((rechargeType & Port::RechargeType::Shields) || attributes.Get("shield generation"))
		shields = MaxShields();
	if((rechargeType & Port::RechargeType::Hull) || attributes.Get("hull repair rate"))
		hull = MaxHull();
	if((rechargeType & Port::RechargeType::Energy) || attributes.Get("energy generation"))
		energy = attributes.Get("energy capacity");
	if((rechargeType & Port::RechargeType::Fuel) || attributes.Get("fuel generation"))
		fuel = attributes.Get("fuel capacity");

	heat = IdleHeat();
	ionization = 0.;
	scrambling = 0.;
	disruption = 0.;
	slowness = 0.;
	discharge = 0.;
	corrosion = 0.;
	leakage = 0.;
	burning = 0.;
	shieldDelay = 0;
	hullDelay = 0;
	disabledRecoveryCounter = 0;
}



bool Ship::CanRefuel(const Ship &other) const
{
	return (fuel - navigation.JumpFuel(targetSystem) >= other.JumpFuelMissing());
}



bool Ship::CanGiveEnergy(const Ship &other) const
{
	double toGive = min(other.attributes.Get("energy capacity"), max(200., other.attributes.Get("energy capacity") * 0.2));
	return energy >= 2 * toGive;
}



double Ship::TransferFuel(double amount, Ship *to)
{
	amount = max(fuel - attributes.Get("fuel capacity"), amount);
	if(to)
	{
		amount = min(to->attributes.Get("fuel capacity") - to->fuel, amount);
		to->fuel += amount;
	}
	fuel -= amount;
	return amount;
}



double Ship::TransferEnergy(double amount, Ship *to)
{
	amount = max(energy - attributes.Get("energy capacity"), amount);
	if(to)
	{
		amount = min(to->attributes.Get("energy capacity") - to->energy, amount);
		to->energy += amount;
	}
	energy -= amount;
	return amount;
}



// Convert this ship from one government to another, as a result of boarding
// actions (if the player is capturing) or player death (poor decision-making).
// Returns the number of crew transferred from the capturer.
int Ship::WasCaptured(const shared_ptr<Ship> &capturer)
{
	// Repair up to the point where this ship is just barely not disabled.
	hull = min(max(hull, MinimumHull() * 1.5), MaxHull());
	isDisabled = false;

	// Set the new government.
	government = capturer->GetGovernment();

	// Transfer some crew over. Only transfer the bare minimum unless even that
	// is not possible, in which case, share evenly.
	int totalRequired = capturer->RequiredCrew() + RequiredCrew();
	int transfer = RequiredCrew() - crew;
	if(transfer > 0)
	{
		if(totalRequired > capturer->Crew() + crew)
			transfer = max(crew ? 0 : 1, (capturer->Crew() * transfer) / totalRequired);
		capturer->AddCrew(-transfer);
		AddCrew(transfer);
	}

	// Clear this ship's previous targets.
	ClearTargetsAndOrders();
	// Set the capturer as this ship's parent.
	SetParent(capturer);

	// This ship behaves like its new parent does.
	isSpecial = capturer->isSpecial;
	isYours = capturer->isYours;
	personality = capturer->personality;

	// Fighters should flee a disabled ship, but if the player manages to capture
	// the ship before they flee, the fighters are captured, too.
	for(const Bay &bay : bays)
		if(bay.ship)
			bay.ship->WasCaptured(capturer);
	// If a flagship is captured, its escorts become independent.
	for(const auto &it : escorts)
	{
		shared_ptr<Ship> escort = it.lock();
		if(escort)
			escort->parent.reset();
	}
	// This ship should not care about its now-unallied escorts.
	escorts.clear();

	return transfer;
}



// Clear all orders and targets this ship has (after capture or transfer of control).
void Ship::ClearTargetsAndOrders()
{
	commands.Clear();
	firingCommands.Clear();
	SetTargetShip(shared_ptr<Ship>());
	SetTargetStellar(nullptr);
	SetTargetSystem(nullptr);
	shipToAssist.reset();
	targetAsteroid.reset();
	targetFlotsam.reset();
	hyperspaceSystem = nullptr;
	landingPlanet = nullptr;
}



// Get characteristics of this ship, as a fraction between 0 and 1.
double Ship::Shields() const
{
	double maximum = MaxShields();
	return maximum ? min(1., shields / maximum) : 0.;
}



double Ship::Hull() const
{
	double maximum = MaxHull();
	return maximum ? min(1., hull / maximum) : 1.;
}



double Ship::Fuel() const
{
	double maximum = attributes.Get("fuel capacity");
	return maximum ? min(1., fuel / maximum) : 0.;
}



double Ship::Energy() const
{
	double maximum = attributes.Get("energy capacity");
	return maximum ? min(1., energy / maximum) : (hull > 0.) ? 1. : 0.;
}



// Allow returning a heat value greater than 1 (i.e. conveying how overheated
// this ship has become).
double Ship::Heat() const
{
	double maximum = MaximumHeat();
	return maximum ? heat / maximum : 1.;
}



// Get the ship's "health," where <=0 is disabled and 1 means full health.
double Ship::Health() const
{
	double minimumHull = MinimumHull();
	double hullDivisor = MaxHull() - minimumHull;
	double divisor = MaxShields() + hullDivisor;
	// This should not happen, but just in case.
	if(divisor <= 0. || hullDivisor <= 0.)
		return 0.;

	double spareHull = hull - minimumHull;
	// Consider hull-only and pooled health, compensating for any reductions by disruption damage.
	return min(spareHull / hullDivisor, (spareHull + shields / (1. + disruption * .01)) / divisor);
}



// Get the hull fraction at which this ship is disabled.
double Ship::DisabledHull() const
{
	double hull = MaxHull();
	double minimumHull = MinimumHull();

	return (hull > 0. ? minimumHull / hull : 0.);
}



// Get the maximum shield and hull values of the ship, accounting for multipliers.
double Ship::MaxShields() const
{
	return attributes.Get("shields") * (1 + attributes.Get("shield multiplier"));
}


double Ship::MaxHull() const
{
	return attributes.Get("hull") * (1 + attributes.Get("hull multiplier"));
}



// Get the absolute shield level of the ship.
double Ship::ShieldLevel() const
{
	return shields;
}



// Get the absolute hull level of the ship.
double Ship::HullLevel() const
{
	return hull;
}



// Get the absolute fuel level of the ship.
double Ship::FuelLevel() const
{
	return fuel;
}



// Get how disrupted this ship's shields are.
double Ship::DisruptionLevel() const
{
	return disruption;
}



// Get the (absolute) amount of hull that needs to be damaged until the
// ship becomes disabled. Returns 0 if the ships hull is already below the
// disabled threshold.
double Ship::HullUntilDisabled() const
{
	// Ships become disabled when they surpass their minimum hull threshold,
	// not when they are directly on it, so account for this by adding a small amount
	// of hull above the current hull level.
	return max(0., hull + 0.25 - MinimumHull());
}



// Returns the remaining damage timer, for the damage overlay.
int Ship::DamageOverlayTimer() const
{
	return damageOverlayTimer;
}



const ShipJumpNavigation &Ship::JumpNavigation() const
{
	return navigation;
}



int Ship::JumpsRemaining(bool followParent) const
{
	// Make sure this ship has some sort of hyperdrive, and if so return how
	// many jumps it can make.
	double jumpFuel = 0.;
	if(!targetSystem && followParent)
	{
		// If this ship has no destination, the parent's substitutes for it,
		// but only if the location is reachable.
		auto p = GetParent();
		if(p)
			jumpFuel = navigation.JumpFuel(p->GetTargetSystem());
	}
	if(!jumpFuel)
		jumpFuel = navigation.JumpFuel(targetSystem);
	return jumpFuel ? fuel / jumpFuel : 0.;
}



bool Ship::NeedsFuel(bool followParent) const
{
	double jumpFuel = 0.;
	if(!targetSystem && followParent)
	{
		// If this ship has no destination, the parent's substitutes for it,
		// but only if the location is reachable.
		auto p = GetParent();
		if(p)
			jumpFuel = navigation.JumpFuel(p->GetTargetSystem());
	}
	if(!jumpFuel)
		jumpFuel = navigation.JumpFuel(targetSystem);
	return (fuel < jumpFuel) && (attributes.Get("fuel capacity") >= jumpFuel);
}



bool Ship::NeedsEnergy() const
{
	return attributes.Get("energy capacity") && !energy && !attributes.Get("energy generation")
			&& !attributes.Get("fuel energy") && !attributes.Get("solar collection");
}



double Ship::JumpFuelMissing() const
{
	// Used for smart refueling: transfer only as much as really needed
	// includes checking if fuel cap is high enough at all
	double jumpFuel = navigation.JumpFuel(targetSystem);
	if(!jumpFuel || fuel > jumpFuel || jumpFuel > attributes.Get("fuel capacity"))
		return 0.;

	return jumpFuel - fuel;
}



// Get the heat level at idle.
double Ship::IdleHeat() const
{
	// This ship's cooling ability:
	double coolingEfficiency = CoolingEfficiency();
	double cooling = coolingEfficiency * attributes.Get("cooling");
	double activeCooling = coolingEfficiency * attributes.Get("active cooling");

	// Idle heat is the heat level where:
	// heat = heat - heat * diss + heatGen - cool - activeCool * heat / maxHeat
	// heat = heat - heat * (diss + activeCool / maxHeat) + (heatGen - cool)
	// heat * (diss + activeCool / maxHeat) = (heatGen - cool)
	double production = max(0., attributes.Get("heat generation") - cooling);
	double dissipation = HeatDissipation() + activeCooling / MaximumHeat();
	if(!dissipation) return production ? numeric_limits<double>::max() : 0;
	return production / dissipation;
}



// Get the heat dissipation, in heat units per heat unit per frame.
double Ship::HeatDissipation() const
{
	return .001 * attributes.Get("heat dissipation");
}



// Get the maximum heat level, in heat units (not temperature).
double Ship::MaximumHeat() const
{
	return MAXIMUM_TEMPERATURE * (cargo.Used() + attributes.Mass() + attributes.Get("heat capacity"));
}



bool Ship::IsCloaked() const
{
	return Cloaking() == 1.;
}



double Ship::CloakingSpeed() const
{
	return attributes.Get("cloak") + attributes.Get("cloak by mass") * 1000. / Mass();
}



bool Ship::Phases(Projectile &projectile) const
{
	// No Phasing if we are not cloaked, or not having cloak phasing.
	if(!IsCloaked() || attributes.Get("cloak phasing") == 0)
		return false;

	// Check for full phasing first, to avoid more expensive lookups.
	if(attributes.Get("cloak phasing") >= 1 || projectile.Phases(*this))
		return true;

	// Perform the most expensive checks last.
	// If multiple ships with partial phasing are stacked on top of each other, then the chance of collision increases
	// significantly, because each ship in the firing-line resets the SetPhase of the previous one. But such stacks
	// are rare, so we are not going to do anything special for this.
	if(attributes.Get("cloak phasing") >= Random::Real())
	{
		projectile.SetPhases(this);
		return true;
	}

	return false;
}



// Calculate the multiplier for cooling efficiency.
double Ship::CoolingEfficiency() const
{
	// This is an S-curve where the efficiency is 100% if you have no outfits
	// that create "cooling inefficiency", and as that value increases the
	// efficiency stays high for a while, then drops off, then approaches 0.
	double x = attributes.Get("cooling inefficiency");
	return 2. + 2. / (1. + exp(x / -2.)) - 4. / (1. + exp(x / -4.));
}



int Ship::Crew() const
{
	return crew;
}



// Calculate the drag on this ship. The drag can be no greater than the mass.
double Ship::Drag() const
{
	double drag = attributes.Get("drag") / (1. + attributes.Get("drag reduction"));
	double mass = InertialMass();
	return drag >= mass ? mass : drag;
}



// Calculate the drag force that this ship experiences. The drag force is the drag
// divided by the mass, up to a value of 1.
double Ship::DragForce() const
{
	double drag = attributes.Get("drag") / (1. + attributes.Get("drag reduction"));
	double mass = InertialMass();
	return drag >= mass ? 1. : drag / mass;
}



int Ship::RequiredCrew() const
{
	if(attributes.Get("automaton"))
		return 0;

	// Drones do not need crew, but all other ships need at least one.
	return max<int>(1, attributes.Get("required crew"));
}



int Ship::CrewValue() const
{
	int crewEquivalent = attributes.Get("crew equivalent");
	if(attributes.Get("use crew equivalent as crew"))
		return crewEquivalent;
	return max(Crew(), RequiredCrew()) + crewEquivalent;
}



void Ship::AddCrew(int count)
{
	crew = min<int>(crew + count, attributes.Get("bunks"));
}



// Check if this is a ship that can be used as a flagship.
bool Ship::CanBeFlagship() const
{
	return RequiredCrew() && Crew() && !IsDisabled();
}



double Ship::Mass() const
{
	return carriedMass + cargo.Used() + attributes.Mass();
}



// Account for inertia reduction, which affects movement but has no effect on the ship's heat capacity.
double Ship::InertialMass() const
{
	return Mass() / (1. + attributes.Get("inertia reduction"));
}



double Ship::TurnRate() const
{
	return attributes.Get("turn") / InertialMass()
		* (1. + attributes.Get("turn multiplier"));
}



double Ship::TrueTurnRate() const
{
	return TurnRate() * 1. / (1. + slowness * .05);
}



double Ship::CrewTurnRate() const
{
	// If RequiredCrew() is 0, the ratio is either inf or nan, which should return 1.
	return TurnRate() * min(1., static_cast<double>(Crew()) / RequiredCrew());
}



double Ship::Acceleration() const
{
	double thrust = attributes.Get("thrust");
	return (thrust ? thrust : attributes.Get("afterburner thrust")) / InertialMass()
		* (1. + attributes.Get("acceleration multiplier"));
}



double Ship::TrueAcceleration() const
{
	return Acceleration() * 1. / (1. + slowness * .05);
}



double Ship::CrewAcceleration() const
{
	// If RequiredCrew() is 0, the ratio is either inf or nan, which should return 1.
	return Acceleration() * min(1., static_cast<double>(Crew()) / RequiredCrew());
}



double Ship::MaxVelocity(bool withAfterburner) const
{
	// v * drag / mass == thrust / mass
	// v * drag == thrust
	// v = thrust / drag
	double thrust = attributes.Get("thrust");
	double afterburnerThrust = attributes.Get("afterburner thrust");
	return (thrust ? thrust + afterburnerThrust * withAfterburner : afterburnerThrust) / Drag();
}



double Ship::ReverseAcceleration() const
{
	return attributes.Get("reverse thrust") / InertialMass()
		* (1. + attributes.Get("acceleration multiplier"));
}



double Ship::MaxReverseVelocity() const
{
	return attributes.Get("reverse thrust") / Drag();
}



double Ship::ThrustHeldFraction(Ship::ThrustKind kind) const
{
	constexpr double THRUST_HELD_FRAMES_RECIP = 1. / MAX_THRUST_HELD_FRAMES;
	return ThrustHeldFrames(kind) * THRUST_HELD_FRAMES_RECIP;
}



uint8_t Ship::ThrustHeldFrames(Ship::ThrustKind kind) const
{
	return thrustHeldFrames[static_cast<size_t>(kind)];
}



double Ship::CurrentSpeed() const
{
	return Velocity().Length();
}



// This ship just got hit by a weapon. Take damage according to the
// DamageDealt from that weapon. The return value is a ShipEvent type,
// which may be a combination of PROVOKED, DISABLED, and DESTROYED.
// Create any target effects as sparks.
int Ship::TakeDamage(vector<Visual> &visuals, const DamageDealt &damage, const Government *sourceGovernment)
{
	damageOverlayTimer = TOTAL_DAMAGE_FRAMES;

	bool wasDisabled = IsDisabled();
	bool wasDestroyed = IsDestroyed();

	shields -= damage.Shield();
	if(damage.Shield() && !isDisabled)
	{
		int disabledDelay = attributes.Get("depleted shield delay");
		shieldDelay = max<int>(shieldDelay, (shields <= 0. && disabledDelay)
			? disabledDelay : attributes.Get("shield delay"));
	}
	hull -= damage.Hull();
	if(damage.Hull() && !isDisabled)
		hullDelay = max(hullDelay, static_cast<int>(attributes.Get("repair delay")));

	energy -= damage.Energy();
	heat += damage.Heat();
	fuel -= damage.Fuel();

	discharge += damage.Discharge();
	corrosion += damage.Corrosion();
	ionization += damage.Ion();
	scrambling += damage.Scrambling();
	burning += damage.Burn();
	leakage += damage.Leak();

	disruption += damage.Disruption();
	slowness += damage.Slowing();

	if(damage.HitForce())
		ApplyForce(damage.HitForce(), damage.GetWeapon().IsGravitational());

	// Prevent various stats from reaching unallowable values.
	hull = min(hull, MaxHull());
	shields = min(shields, MaxShields());
	// Weapons are allowed to overcharge a ship's energy or fuel, but code in Ship::DoGeneration()
	// will clamp it to a maximum value at the beginning of the next frame.
	energy = max(0., energy);
	fuel = max(0., fuel);
	heat = max(0., heat);

	// Recalculate the disabled ship check.
	isDisabled = true;
	isDisabled = IsDisabled();

	// Report what happened to this ship from this weapon.
	int type = 0;
	if(!wasDisabled && isDisabled)
	{
		type |= ShipEvent::DISABLE;
		hullDelay = max(hullDelay, static_cast<int>(attributes.Get("disabled repair delay")));
	}
	if(!wasDestroyed && IsDestroyed())
	{
		type |= ShipEvent::DESTROY;

		if(IsYours())
			Messages::Add("Your " + DisplayModelName() +
				" \"" + GivenName() + "\" has been destroyed.", Messages::Importance::HighestDuplicating);
	}

	// Inflicted heat damage may also disable a ship, but does not trigger a "DISABLE" event.
	if(heat > MaximumHeat())
	{
		isOverheated = true;
		isDisabled = true;
	}
	else if(heat < .9 * MaximumHeat())
		isOverheated = false;

	// If this ship did not consider itself an enemy of the ship that hit it,
	// it is now "provoked" against that government.
	if(sourceGovernment && !sourceGovernment->IsEnemy(government)
			&& !personality.IsPacifist() && (!personality.IsForbearing()
				|| ((damage.Shield() || damage.Discharge()) && Shields() < .9)
				|| ((damage.Hull() || damage.Corrosion()) && Hull() < .9)
				|| ((damage.Heat() || damage.Burn()) && isOverheated)
				|| ((damage.Energy() || damage.Ion()) && Energy() < 0.5)
				|| ((damage.Fuel() || damage.Leak()) && fuel < navigation.JumpFuel() * 2.)
				|| (damage.Scrambling() && CalculateJamChance(scrambling) > 0.1)
				|| (damage.Slowing() && slowness > 10.)
				|| (damage.Disruption() && disruption > 100.)))
		type |= ShipEvent::PROVOKE;

	// Create target effect visuals, if there are any.
	for(const auto &effect : damage.GetWeapon().TargetEffects())
		CreateSparks(visuals, effect.first, effect.second * damage.Scaling());

	return type;
}



// Apply a force to this ship, accelerating it. This might be from a weapon
// impact, or from firing a weapon, for example.
void Ship::ApplyForce(const Point &force, bool gravitational)
{
	if(gravitational)
	{
		// Treat all ships as if they have a mass of 400. This prevents
		// gravitational hit force values from needing to be extremely
		// small in order to have a reasonable effect.
		acceleration += force / 400.;
		return;
	}

	double currentMass = InertialMass();
	if(!currentMass)
		return;

	acceleration += force / currentMass;
}



bool Ship::HasBays() const
{
	return !bays.empty();
}



// Check how many bays are not occupied at present. This does not check whether
// one of your escorts plans to use that bay.
int Ship::BaysFree(const string &category) const
{
	int count = 0;
	for(const Bay &bay : bays)
		count += (bay.category == category) && !bay.ship;
	return count;
}



// Check how many bays this ship has of a given category.
int Ship::BaysTotal(const string &category) const
{
	int count = 0;
	for(const Bay &bay : bays)
		count += (bay.category == category);
	return count;
}



// Check if this ship has a bay free for the given ship, and the bay is
// not reserved for one of its existing escorts.
bool Ship::CanCarry(const Ship &ship) const
{
	if(!HasBays() || !ship.CanBeCarried() || (IsYours() && !ship.IsYours()))
		return false;
	// Check only for the category that we are interested in.
	const string &category = ship.attributes.Category();

	int free = BaysTotal(category);
	if(!free)
		return false;

	for(const auto &it : escorts)
	{
		auto escort = it.lock();
		if(!escort)
			continue;
		if(escort == ship.shared_from_this())
			break;
		if(escort->attributes.Category() == category && !escort->IsDestroyed() &&
				(!IsYours() || (IsYours() && escort->IsYours())))
			--free;
		if(!free)
			break;
	}
	return (free > 0);
}



bool Ship::CanBeCarried() const
{
	return canBeCarried;
}



bool Ship::Carry(const shared_ptr<Ship> &ship)
{
	if(!ship || !ship->CanBeCarried() || ship->IsDisabled())
		return false;

	// Check only for the category that we are interested in.
	const string &category = ship->attributes.Category();

	// NPC ships should always transfer cargo. Player ships should only
	// transfer cargo if they set the AI preference.
	const bool shouldTransferCargo = !IsYours() || Preferences::Has("Fighters transfer cargo");

	for(Bay &bay : bays)
		if((bay.category == category) && !bay.ship)
		{
			bay.ship = ship;
			ship->SetSystem(nullptr);
			ship->SetPlanet(nullptr);
			ship->SetTargetSystem(nullptr);
			ship->SetTargetStellar(nullptr);
			ship->SetParent(shared_from_this());
			ship->isThrusting = false;
			ship->isReversing = false;
			ship->isSteering = false;
			ship->commands.Clear();

			// If this fighter collected anything in space, try to store it.
			if(shouldTransferCargo && cargo.Free() && !ship->Cargo().IsEmpty())
				ship->Cargo().TransferAll(cargo);

			// Return unused fuel and ammunition to the carrier, so they may
			// be used by the carrier or other fighters.
			ship->TransferFuel(ship->fuel, this);

			// Determine the ammunition the fighter can supply.
			auto restockable = ship->GetArmament().RestockableAmmo();
			auto toRestock = map<const Outfit *, int>{};
			for(auto &&ammo : restockable)
			{
				int count = ship->OutfitCount(ammo);
				if(count > 0)
					toRestock.emplace(ammo, count);
			}
			TransferAmmo(toRestock, *ship, *this);

			// Update the cached mass of the mothership.
			carriedMass += ship->Mass();
			return true;
		}
	return false;
}



void Ship::UnloadBays()
{
	for(Bay &bay : bays)
		if(bay.ship)
		{
			carriedMass -= bay.ship->Mass();
			bay.ship->SetSystem(currentSystem);
			bay.ship->SetPlanet(landingPlanet);
			bay.ship->UnmarkForRemoval();
			bay.ship.reset();
		}
}



const vector<Ship::Bay> &Ship::Bays() const
{
	return bays;
}



// Adjust the positions and velocities of any visible carried fighters or
// drones. If any are visible, return true.
bool Ship::PositionFighters() const
{
	bool hasVisible = false;
	for(const Bay &bay : bays)
		if(bay.ship && bay.side)
		{
			hasVisible = true;
			bay.ship->position = angle.Rotate(bay.point) * Zoom() + position;
			bay.ship->velocity = velocity;
			bay.ship->angle = angle + bay.facing;
			bay.ship->zoom = zoom;
		}
	return hasVisible;
}



CargoHold &Ship::Cargo()
{
	return cargo;
}



const CargoHold &Ship::Cargo() const
{
	return cargo;
}



// Display box effects from jettisoning this much cargo.
void Ship::Jettison(const string &commodity, int tons, bool wasAppeasing)
{
	cargo.Remove(commodity, tons);
	// Removing cargo will have changed the ship's mass, so the
	// jump navigation info may be out of date. Only do this for
	// player ships as to display correct information on the map.
	// Non-player ships will recalibrate before they jump.
	if(isYours)
		navigation.Recalibrate(*this);

	// Jettisoned cargo must carry some of the ship's heat with it. Otherwise
	// jettisoning cargo would increase the ship's temperature.
	heat -= tons * MAXIMUM_TEMPERATURE * Heat();

	const Government *notForGov = wasAppeasing ? GetGovernment() : nullptr;

	for( ; tons > 0; tons -= Flotsam::TONS_PER_BOX)
		Jettison(make_shared<Flotsam>(commodity, (Flotsam::TONS_PER_BOX < tons)
			? Flotsam::TONS_PER_BOX : tons, notForGov));
}



void Ship::Jettison(const Outfit *outfit, int count, bool wasAppeasing)
{
	if(count < 0)
		return;

	cargo.Remove(outfit, count);
	// Removing cargo will have changed the ship's mass, so the
	// jump navigation info may be out of date. Only do this for
	// player ships as to display correct information on the map.
	// Non-player ships will recalibrate before they jump.
	if(isYours)
		navigation.Recalibrate(*this);

	// Jettisoned cargo must carry some of the ship's heat with it. Otherwise
	// jettisoning cargo would increase the ship's temperature.
	double mass = outfit->Mass();
	heat -= count * mass * MAXIMUM_TEMPERATURE * Heat();

	const Government *notForGov = wasAppeasing ? GetGovernment() : nullptr;

	const int perBox = (mass <= 0.) ? count : (mass > Flotsam::TONS_PER_BOX)
		? 1 : static_cast<int>(Flotsam::TONS_PER_BOX / mass);
	while(count > 0)
	{
		Jettison(make_shared<Flotsam>(outfit, (perBox < count)
			? perBox : count, notForGov));
		count -= perBox;
	}
}



const Outfit &Ship::Attributes() const
{
	return attributes;
}



const Outfit &Ship::BaseAttributes() const
{
	return baseAttributes;
}



// Get outfit information.
const map<const Outfit *, int> &Ship::Outfits() const
{
	return outfits;
}



int Ship::OutfitCount(const Outfit *outfit) const
{
	auto it = outfits.find(outfit);
	return (it == outfits.end()) ? 0 : it->second;
}



// Add or remove outfits. (To remove, pass a negative number.)
void Ship::AddOutfit(const Outfit *outfit, int count)
{
	if(outfit && count)
	{
		auto it = outfits.find(outfit);
		int before = outfits.count(outfit);
		if(it == outfits.end())
			outfits[outfit] = count;
		else
		{
			it->second += count;
			if(!it->second)
				outfits.erase(it);
		}
		int after = outfits.count(outfit);
		attributes.Add(*outfit, count);
		if(outfit->IsWeapon())
		{
			armament.Add(outfit, count);
			// Only the player's ships make use of attraction and deterrence.
			if(isYours)
				deterrence = CalculateDeterrence();
		}

		if(outfit->Get("cargo space"))
		{
			cargo.SetSize(attributes.Get("cargo space"));
			// Only the player's ships make use of attraction and deterrence.
			if(isYours)
				attraction = CalculateAttraction();
		}
		if(outfit->Get("hull"))
			hull += outfit->Get("hull") * count;
		// If the added or removed outfit is a hyperdrive or jump drive, recalculate this
		// ship's jump navigation. Hyperdrives and jump drives of the same type don't stack,
		// so only do this if the outfit is either completely new or has been completely removed.
		if((outfit->Get("hyperdrive") || outfit->Get("jump drive")) && (!before || !after))
			navigation.Calibrate(*this);
		// Navigation may still need to be recalibrated depending on the drives a ship has.
		// Only do this for player ships as to display correct information on the map.
		// Non-player ships will recalibrate before they jump.
		else if(isYours)
			navigation.Recalibrate(*this);
	}
}



// Get the list of weapons.
Armament &Ship::GetArmament()
{
	return armament;
}



const vector<Hardpoint> &Ship::Weapons() const
{
	return armament.Get();
}



// Check if we are able to fire the given weapon (i.e. there is enough
// energy, ammo, and fuel to fire it).
Ship::CanFireResult Ship::CanFire(const Weapon *weapon) const
{
	if(!weapon || !weapon->IsWeapon())
		return CanFireResult::INVALID;

	if(weapon->Ammo())
	{
		auto it = outfits.find(weapon->Ammo());
		if(it == outfits.end() || it->second < weapon->AmmoUsage())
			return CanFireResult::NO_AMMO;
	}

	if(weapon->ConsumesEnergy()
			&& energy < weapon->FiringEnergy() + weapon->RelativeFiringEnergy() * attributes.Get("energy capacity"))
		return CanFireResult::NO_ENERGY;
	if(weapon->ConsumesFuel()
			&& fuel < weapon->FiringFuel() + weapon->RelativeFiringFuel() * attributes.Get("fuel capacity"))
		return CanFireResult::NO_FUEL;
	// We do check hull, but we don't check shields. Ships can survive with all shields depleted.
	// Ships should not disable themselves, so we check if we stay above minimumHull.
	if(weapon->ConsumesHull() && hull - MinimumHull() < weapon->FiringHull() + weapon->RelativeFiringHull() * MaxHull())
		return CanFireResult::NO_HULL;

	// If a weapon requires heat to fire, (rather than generating heat), we must
	// have enough heat to spare.
	if(weapon->ConsumesHeat() && heat < -(weapon->FiringHeat() + (!weapon->RelativeFiringHeat()
			? 0. : weapon->RelativeFiringHeat() * MaximumHeat())))
		return CanFireResult::NO_HEAT;
	// Repeat this for various effects which shouldn't drop below 0.
	if(weapon->ConsumesIonization() && ionization < -weapon->FiringIon())
		return CanFireResult::NO_ION;
	if(weapon->ConsumesDisruption() && disruption < -weapon->FiringDisruption())
		return CanFireResult::NO_DISRUPTION;
	if(weapon->ConsumesSlowing() && slowness < -weapon->FiringSlowing())
		return CanFireResult::NO_SLOWING;

	return CanFireResult::CAN_FIRE;
}



// Fire the given weapon (i.e. deduct whatever energy, ammo, hull, shields
// or fuel it uses and add whatever heat it generates). Assume that CanFire()
// is true.
void Ship::ExpendAmmo(const Weapon &weapon)
{
	// Compute this ship's initial capacities, in case the consumption of the ammunition outfit(s)
	// modifies them, so that relative costs are calculated based on the pre-firing state of the ship.
	const double relativeEnergyChange = weapon.RelativeFiringEnergy() * attributes.Get("energy capacity");
	const double relativeFuelChange = weapon.RelativeFiringFuel() * attributes.Get("fuel capacity");
	const double relativeHeatChange = !weapon.RelativeFiringHeat() ? 0. : weapon.RelativeFiringHeat() * MaximumHeat();
	const double relativeHullChange = weapon.RelativeFiringHull() * MaxHull();
	const double relativeShieldChange = weapon.RelativeFiringShields() * MaxShields();

	if(const Outfit *ammo = weapon.Ammo())
	{
		// Some amount of the ammunition mass to be removed from the ship carries thermal energy.
		// A realistic fraction applicable to all cases cannot be computed, so assume 50%.
		heat -= weapon.AmmoUsage() * .5 * ammo->Mass() * MAXIMUM_TEMPERATURE * Heat();
		AddOutfit(ammo, -weapon.AmmoUsage());
		// Recalculate the AI to account for the loss of this weapon.
		if(!OutfitCount(ammo) && ammo->AmmoUsage())
			aiCache.Calibrate(*this);
	}

	energy -= weapon.FiringEnergy() + relativeEnergyChange;
	fuel -= weapon.FiringFuel() + relativeFuelChange;
	heat += weapon.FiringHeat() + relativeHeatChange;
	shields -= weapon.FiringShields() + relativeShieldChange;

	// Since weapons fire from within the shields, hull and "status" damages are dealt in full.
	hull -= weapon.FiringHull() + relativeHullChange;
	ionization += weapon.FiringIon();
	scrambling += weapon.FiringScramble();
	disruption += weapon.FiringDisruption();
	slowness += weapon.FiringSlowing();
	discharge += weapon.FiringDischarge();
	corrosion += weapon.FiringCorrosion();
	leakage += weapon.FiringLeak();
	burning += weapon.FiringBurn();
}



// Each ship can have a target system (to travel to), a target planet (to
// land on) and a target ship (to move to, and attack if hostile).
shared_ptr<Ship> Ship::GetTargetShip() const
{
	return targetShip.lock();
}



shared_ptr<Ship> Ship::GetShipToAssist() const
{
	return shipToAssist.lock();
}



const StellarObject *Ship::GetTargetStellar() const
{
	return targetPlanet;
}



const System *Ship::GetTargetSystem() const
{
	return (targetSystem == currentSystem) ? nullptr : targetSystem;
}



// Mining target.
shared_ptr<Minable> Ship::GetTargetAsteroid() const
{
	return targetAsteroid.lock();
}



shared_ptr<Flotsam> Ship::GetTargetFlotsam() const
{
	return targetFlotsam.lock();
}



const set<const Flotsam *> &Ship::GetTractorFlotsam() const
{
	return tractorFlotsam;
}



const FormationPattern *Ship::GetFormationPattern() const
{
	return formationPattern;
}



void Ship::SetFleeing(bool fleeing)
{
	isFleeing = fleeing;
}



// Set this ship's targets.
void Ship::SetTargetShip(const shared_ptr<Ship> &ship)
{
	if(ship != GetTargetShip())
	{
		targetShip = ship;
		// When you change targets, clear your scanning records.
		cargoScan = 0.;
		outfitScan = 0.;
	}
	targetAsteroid.reset();
}



void Ship::SetShipToAssist(const shared_ptr<Ship> &ship)
{
	shipToAssist = ship;
}



void Ship::SetTargetStellar(const StellarObject *object)
{
	targetPlanet = object;
}



void Ship::SetTargetSystem(const System *system)
{
	targetSystem = system;
}



// Mining target.
void Ship::SetTargetAsteroid(const shared_ptr<Minable> &asteroid)
{
	targetAsteroid = asteroid;
	targetShip.reset();
}



void Ship::SetTargetFlotsam(const shared_ptr<Flotsam> &flotsam)
{
	targetFlotsam = flotsam;
}



void Ship::SetParent(const shared_ptr<Ship> &ship)
{
	shared_ptr<Ship> oldParent = parent.lock();
	if(oldParent)
		oldParent->RemoveEscort(*this);

	parent = ship;
	if(ship)
		ship->AddEscort(*this);
}



void Ship::SetFormationPattern(const FormationPattern *formationToSet)
{
	formationPattern = formationToSet;
}



bool Ship::CanPickUp(const Flotsam &flotsam) const
{
	if(this == flotsam.Source())
		return false;
	if(government == flotsam.SourceGovernment() && (!personality.Harvests() || personality.IsAppeasing()))
		return false;
	return cargo.Free() >= flotsam.UnitSize();
}



shared_ptr<Ship> Ship::GetParent() const
{
	return parent.lock();
}



const vector<weak_ptr<Ship>> &Ship::GetEscorts() const
{
	return escorts;
}



int Ship::GetLingerSteps() const
{
	return lingerSteps;
}



void Ship::Linger()
{
	++lingerSteps;
}



bool Ship::Imitates(const Ship &other) const
{
	return displayModelName == other.DisplayModelName() && outfits == other.Outfits();
}



// Check if this ship has been in a different system from the player for so
// long that it should be "forgotten." Also eliminate ships that have no
// system set because they just entered a fighter bay. Clear the hyperspace
// targets of ships that can't enter hyperspace.
bool Ship::StepFlags()
{
	forget += !isInSystem;
	isThrusting = false;
	isReversing = false;
	isSteering = false;
	steeringDirection = 0.;
	if((!isSpecial && forget >= 1000) || !currentSystem)
	{
		MarkForRemoval();
		return true;
	}
	isInSystem = false;
	if(!fuel || !(navigation.HasHyperdrive() || navigation.HasJumpDrive()))
		hyperspaceSystem = nullptr;
	return false;
}



// Step ship destruction logic. Returns 1 if the ship has been destroyed, -1 if it is being
// destroyed, or 0 otherwise.
int Ship::StepDestroyed(vector<Visual> &visuals, list<shared_ptr<Flotsam>> &flotsam)
{
	if(!IsDestroyed())
		return 0;

	// Make sure the shields are zero, as well as the hull.
	shields = 0.;

	// Once we've created enough little explosions, die.
	if(explosionCount == explosionTotal || forget)
	{
		if(!forget)
		{
			const Effect *effect = GameData::Effects().Get("smoke");
			double size = Width() + Height();
			double scale = .03 * size + .5;
			double radius = .2 * size;
			int debrisCount = attributes.Mass() * .07;

			// Estimate how many new visuals will be added during destruction.
			visuals.reserve(visuals.size() + debrisCount + explosionTotal + finalExplosions.size());

			for(int i = 0; i < debrisCount; ++i)
			{
				Angle angle = Angle::Random();
				Point effectVelocity = velocity + angle.Unit() * (scale * Random::Real());
				Point effectPosition = position + radius * angle.Unit();

				visuals.emplace_back(*effect, std::move(effectPosition), std::move(effectVelocity), std::move(angle));
			}

			for(unsigned i = 0; i < explosionTotal / 2; ++i)
				CreateExplosion(visuals, true);
			for(const auto &it : finalExplosions)
				visuals.emplace_back(*it.first, position, velocity, angle);
			// For everything in this ship's cargo hold there is a 25% chance
			// that it will survive as flotsam.
			for(const auto &it : cargo.Commodities())
				Jettison(it.first, Random::Binomial(it.second, .25));
			for(const auto &it : cargo.Outfits())
				Jettison(it.first, Random::Binomial(it.second, .25));
			// Ammunition has a default 5% chance to survive as flotsam.
			for(const auto &it : outfits)
			{
				double flotsamChance = it.first->Get("flotsam chance");
				if(flotsamChance > 0.)
					Jettison(it.first, Random::Binomial(it.second, flotsamChance));
				// 0 valued 'flotsamChance' means default, which is 5% for ammunition.
				// At this point, negative values are the only non-zero values possible.
				// Negative values override the default chance for ammunition
				// so the outfit cannot be dropped as flotsam.
				else if(it.first->Category() == "Ammunition" && !flotsamChance)
					Jettison(it.first, Random::Binomial(it.second, .05));
			}
			for(shared_ptr<Flotsam> &it : jettisoned)
				it->Place(*this);
			flotsam.splice(flotsam.end(), jettisoned);
			for(auto &[newFlotsam, bayIndex] : jettisonedFromBay)
			{
				newFlotsam->Place(*this, bayIndex);
				flotsam.emplace_back(std::move(newFlotsam));
			}
			jettisonedFromBay.clear();

			// Any ships that failed to launch from this ship are destroyed.
			for(Bay &bay : bays)
				if(bay.ship)
					bay.ship->Destroy();
		}
		energy = 0.;
		heat = 0.;
		ionization = 0.;
		scrambling = 0.;
		fuel = 0.;
		velocity = Point();
		MarkForRemoval();
		return 1;
	}

	// If the ship is dead, it first creates explosions at an increasing
	// rate, then disappears in one big explosion.
	++explosionRate;
	if(Random::Int(1024) < explosionRate)
		CreateExplosion(visuals);

	// Handle hull "leaks."
	for(const Leak &leak : leaks)
		if(GetMask().IsLoaded() && leak.openPeriod > 0 && !Random::Int(leak.openPeriod))
		{
			activeLeaks.push_back(leak);
			const auto &outlines = GetMask().Outlines();
			const vector<Point> &outline = outlines[Random::Int(outlines.size())];
			int i = Random::Int(outline.size() - 1);

			// Position the leak along the outline of the ship, facing "outward."
			activeLeaks.back().location = (outline[i] + outline[i + 1]) * .5;
			activeLeaks.back().angle = Angle(outline[i] - outline[i + 1]) + Angle(90.);
		}
	for(Leak &leak : activeLeaks)
		if(leak.effect)
		{
			// Leaks always "flicker" every other frame.
			if(Random::Int(2))
				visuals.emplace_back(*leak.effect,
					angle.Rotate(leak.location) + position,
					velocity,
					leak.angle + angle);

			if(leak.closePeriod > 0 && !Random::Int(leak.closePeriod))
				leak.effect = nullptr;
		}
	return -1;
}



// Generate energy, heat, etc. (This is called by Move().)
void Ship::DoGeneration()
{
	// First, allow any carried ships to do their own generation.
	for(const Bay &bay : bays)
		if(bay.ship)
			bay.ship->DoGeneration();

	// Shield and hull recharge. This uses whatever energy is left over from the
	// previous frame, so that it will not steal energy from movement, etc.
	if(!isDisabled)
	{
		// Priority of repairs:
		// 1. Ship's own hull
		// 2. Ship's own shields
		// 3. Hull of carried fighters
		// 4. Shields of carried fighters
		// 5. Transfer of excess energy and fuel to carried fighters.

		const double hullAvailable = (attributes.Get("hull repair rate")
			+ (hullDelay ? 0 : attributes.Get("delayed hull repair rate")))
			* (1. + attributes.Get("hull repair multiplier"))
			* (1. + attributes.Get("cloaked repair multiplier") * Cloaking());
		const double hullEnergy = (attributes.Get("hull energy")
			+ (hullDelay ? 0 : attributes.Get("delayed hull energy")))
			* (1. + attributes.Get("hull energy multiplier")) / hullAvailable;
		const double hullFuel = (attributes.Get("hull fuel")
			+ (hullDelay ? 0 : attributes.Get("delayed hull fuel")))
			* (1. + attributes.Get("hull fuel multiplier")) / hullAvailable;
		const double hullHeat = (attributes.Get("hull heat")
			+ (hullDelay ? 0 : attributes.Get("delayed hull heat")))
			* (1. + attributes.Get("hull heat multiplier")) / hullAvailable;
		double hullRemaining = hullAvailable;
		DoRepair(hull, hullRemaining, MaxHull(),
			energy, hullEnergy, fuel, hullFuel, heat, hullHeat);

		const double shieldsAvailable = (attributes.Get("shield generation")
			+ (shieldDelay ? 0 : attributes.Get("delayed shield generation")))
			* (1. + attributes.Get("shield generation multiplier"))
			* (1. + attributes.Get("cloaked regen multiplier") * Cloaking());
		const double shieldsEnergy = (attributes.Get("shield energy")
			+ (shieldDelay ? 0 : attributes.Get("delayed shield energy")))
			* (1. + attributes.Get("shield energy multiplier")) / shieldsAvailable;
		const double shieldsFuel = (attributes.Get("shield fuel")
			+ (shieldDelay ? 0 : attributes.Get("delayed shield fuel")))
			* (1. + attributes.Get("shield fuel multiplier")) / shieldsAvailable;
		const double shieldsHeat = (attributes.Get("shield heat")
			+ (shieldDelay ? 0 : attributes.Get("delayed shield heat")))
			* (1. + attributes.Get("shield heat multiplier")) / shieldsAvailable;
		double shieldsRemaining = shieldsAvailable;
		DoRepair(shields, shieldsRemaining, MaxShields(),
			energy, shieldsEnergy, fuel, shieldsFuel, heat, shieldsHeat);

		if(!bays.empty())
		{
			// If this ship is carrying fighters, determine their repair priority.
			vector<pair<double, Ship *>> carried;
			for(const Bay &bay : bays)
				if(bay.ship)
					carried.emplace_back(1. - bay.ship->Health(), bay.ship.get());
			sort(carried.begin(), carried.end(), (isYours && Preferences::Has(FIGHTER_REPAIR))
				// Players may use a parallel strategy, to launch fighters in waves.
				? [] (const pair<double, Ship *> &lhs, const pair<double, Ship *> &rhs)
					{ return lhs.first > rhs.first; }
				// The default strategy is to prioritize the healthiest ship first, in
				// order to get fighters back out into the battle as soon as possible.
				: [] (const pair<double, Ship *> &lhs, const pair<double, Ship *> &rhs)
					{ return lhs.first < rhs.first; }
			);

			// Apply shield and hull repair to carried fighters.
			for(const pair<double, Ship *> &it : carried)
			{
				Ship &ship = *it.second;
				if(!hullDelay)
					DoRepair(ship.hull, hullRemaining, ship.MaxHull(),
						energy, hullEnergy, fuel, hullFuel, heat, hullHeat);
				if(!shieldDelay)
					DoRepair(ship.shields, shieldsRemaining, ship.MaxShields(),
						energy, shieldsEnergy, fuel, shieldsFuel, heat, shieldsHeat);
			}

			// Now that there is no more need to use energy for hull and shield
			// repair, if there is still excess energy, transfer it.
			double energyRemaining = energy - attributes.Get("energy capacity");
			double fuelRemaining = fuel - attributes.Get("fuel capacity");
			for(const pair<double, Ship *> &it : carried)
			{
				Ship &ship = *it.second;
				if(energyRemaining > 0.)
					DoRepair(ship.energy, energyRemaining, ship.attributes.Get("energy capacity"));
				if(fuelRemaining > 0.)
					DoRepair(ship.fuel, fuelRemaining, ship.attributes.Get("fuel capacity"));
			}

			// Carried ships can recharge energy from their parent's batteries,
			// if they are preparing for deployment.
			for(const pair<double, Ship *> &it : carried)
			{
				Ship &ship = *it.second;
				if(ship.HasDeployOrder())
					DoRepair(ship.energy, energy, ship.attributes.Get("energy capacity"));
			}
		}
		// Decrease the shield and hull delays by 1 now that shield generation
		// and hull repair have been skipped over.
		shieldDelay = max(0, shieldDelay - 1);
		hullDelay = max(0, hullDelay - 1);
	}
	// Let the ship repair itself when disabled if it has the appropriate attribute.
	if(isDisabled && attributes.Get("disabled recovery time"))
	{
		disabledRecoveryCounter += 1;
		double disabledRepairEnergy = attributes.Get("disabled recovery energy");
		double disabledRepairFuel = attributes.Get("disabled recovery fuel");

		// Repair only if the counter has reached the limit and if the ship can meet the energy and fuel costs.
		if(disabledRecoveryCounter >= attributes.Get("disabled recovery time")
			&& energy >= disabledRepairEnergy && fuel >= disabledRepairFuel)
		{
			energy -= disabledRepairEnergy;
			fuel -= disabledRepairFuel;

			heat += attributes.Get("disabled recovery heat");
			ionization += attributes.Get("disabled recovery ionization");
			scrambling += attributes.Get("disabled recovery scrambling");
			disruption += attributes.Get("disabled recovery disruption");
			slowness += attributes.Get("disabled recovery slowing");
			discharge += attributes.Get("disabled recovery discharge");
			corrosion += attributes.Get("disabled recovery corrosion");
			leakage += attributes.Get("disabled recovery leak");
			burning += attributes.Get("disabled recovery burning");

			disabledRecoveryCounter = 0;
			hull = min(max(hull, MinimumHull() * 1.5), MaxHull());
			isDisabled = false;
		}

	}

	// Handle ionization effects, etc.
	shields -= discharge;
	hull -= corrosion;
	energy -= ionization;
	fuel -= leakage;
	heat += burning;
	// TODO: Mothership gives status resistance to carried ships?
	if(ionization)
	{
		double ionResistance = attributes.Get("ion resistance");
		double ionEnergy = attributes.Get("ion resistance energy") / ionResistance;
		double ionFuel = attributes.Get("ion resistance fuel") / ionResistance;
		double ionHeat = attributes.Get("ion resistance heat") / ionResistance;
		DoStatusEffect(isDisabled, ionization, ionResistance,
			energy, ionEnergy, fuel, ionFuel, heat, ionHeat);
	}

	if(scrambling)
	{
		double scramblingResistance = attributes.Get("scramble resistance");
		double scramblingEnergy = attributes.Get("scramble resistance energy") / scramblingResistance;
		double scramblingFuel = attributes.Get("scramble resistance fuel") / scramblingResistance;
		double scramblingHeat = attributes.Get("scramble resistance heat") / scramblingResistance;
		DoStatusEffect(isDisabled, scrambling, scramblingResistance,
			energy, scramblingEnergy, fuel, scramblingFuel, heat, scramblingHeat);
	}

	if(disruption)
	{
		double disruptionResistance = attributes.Get("disruption resistance");
		double disruptionEnergy = attributes.Get("disruption resistance energy") / disruptionResistance;
		double disruptionFuel = attributes.Get("disruption resistance fuel") / disruptionResistance;
		double disruptionHeat = attributes.Get("disruption resistance heat") / disruptionResistance;
		DoStatusEffect(isDisabled, disruption, disruptionResistance,
			energy, disruptionEnergy, fuel, disruptionFuel, heat, disruptionHeat);
	}

	if(slowness)
	{
		double slowingResistance = attributes.Get("slowing resistance");
		double slowingEnergy = attributes.Get("slowing resistance energy") / slowingResistance;
		double slowingFuel = attributes.Get("slowing resistance fuel") / slowingResistance;
		double slowingHeat = attributes.Get("slowing resistance heat") / slowingResistance;
		DoStatusEffect(isDisabled, slowness, slowingResistance,
			energy, slowingEnergy, fuel, slowingFuel, heat, slowingHeat);
	}

	if(discharge)
	{
		double dischargeResistance = attributes.Get("discharge resistance");
		double dischargeEnergy = attributes.Get("discharge resistance energy") / dischargeResistance;
		double dischargeFuel = attributes.Get("discharge resistance fuel") / dischargeResistance;
		double dischargeHeat = attributes.Get("discharge resistance heat") / dischargeResistance;
		DoStatusEffect(isDisabled, discharge, dischargeResistance,
			energy, dischargeEnergy, fuel, dischargeFuel, heat, dischargeHeat);
	}

	if(corrosion)
	{
		double corrosionResistance = attributes.Get("corrosion resistance");
		double corrosionEnergy = attributes.Get("corrosion resistance energy") / corrosionResistance;
		double corrosionFuel = attributes.Get("corrosion resistance fuel") / corrosionResistance;
		double corrosionHeat = attributes.Get("corrosion resistance heat") / corrosionResistance;
		DoStatusEffect(isDisabled, corrosion, corrosionResistance,
			energy, corrosionEnergy, fuel, corrosionFuel, heat, corrosionHeat);
	}

	if(leakage)
	{
		double leakResistance = attributes.Get("leak resistance");
		double leakEnergy = attributes.Get("leak resistance energy") / leakResistance;
		double leakFuel = attributes.Get("leak resistance fuel") / leakResistance;
		double leakHeat = attributes.Get("leak resistance heat") / leakResistance;
		DoStatusEffect(isDisabled, leakage, leakResistance,
			energy, leakEnergy, fuel, leakFuel, heat, leakHeat);
	}

	if(burning)
	{
		double burnResistance = attributes.Get("burn resistance");
		double burnEnergy = attributes.Get("burn resistance energy") / burnResistance;
		double burnFuel = attributes.Get("burn resistance fuel") / burnResistance;
		double burnHeat = attributes.Get("burn resistance heat") / burnResistance;
		DoStatusEffect(isDisabled, burning, burnResistance,
			energy, burnEnergy, fuel, burnFuel, heat, burnHeat);
	}

	// When ships recharge, what actually happens is that they can exceed their
	// maximum capacity for the rest of the turn, but must be clamped to the
	// maximum here before they gain more. This is so that, for example, a ship
	// with no batteries but a good generator can still move.
	energy = min(energy, attributes.Get("energy capacity"));
	fuel = min(fuel, attributes.Get("fuel capacity"));

	heat -= heat * HeatDissipation();
	if(heat > MaximumHeat())
	{
		isOverheated = true;
		double heatRatio = Heat() / (1. + attributes.Get("overheat damage threshold"));
		if(heatRatio > 1.)
			hull -= attributes.Get("overheat damage rate") * heatRatio;
	}
	else if(heat < .9 * MaximumHeat())
		isOverheated = false;

	double maxShields = MaxShields();
	shields = min(shields, maxShields);
	double maxHull = MaxHull();
	hull = min(hull, maxHull);

	isDisabled = isOverheated || hull < MinimumHull() || (!crew && RequiredCrew());

	// Update ship supply levels.
	if(isDisabled)
		PauseAnimation();
	else
	{
		// Ramscoops work much better when close to the system center.
		// Carried fighters can't collect fuel or energy this way.
		if(currentSystem)
		{
			System::SolarGeneration generation = currentSystem->GetSolarGeneration(position,
				attributes.Get("ramscoop"), attributes.Get("solar collection"), attributes.Get("solar heat"));
			fuel += generation.fuel;
			energy += generation.energy;
			heat += generation.heat;
		}

		double coolingEfficiency = CoolingEfficiency();
		energy += attributes.Get("energy generation") - attributes.Get("energy consumption");
		fuel += attributes.Get("fuel generation");
		heat += attributes.Get("heat generation");
		heat -= coolingEfficiency * attributes.Get("cooling");

		// Convert fuel into energy and heat only when the required amount of fuel is available.
		if(attributes.Get("fuel consumption") <= fuel)
		{
			fuel -= attributes.Get("fuel consumption");
			energy += attributes.Get("fuel energy");
			heat += attributes.Get("fuel heat");
		}

		// Apply active cooling. The fraction of full cooling to apply equals
		// your ship's current fraction of its maximum temperature.
		double activeCooling = coolingEfficiency * attributes.Get("active cooling");
		if(activeCooling > 0. && heat > 0. && energy >= 0.)
		{
			// Handle the case where "active cooling"
			// does not require any energy.
			double coolingEnergy = attributes.Get("cooling energy");
			if(coolingEnergy)
			{
				double spentEnergy = min(energy, coolingEnergy * min(1., Heat()));
				heat -= activeCooling * spentEnergy / coolingEnergy;
				energy -= spentEnergy;
			}
			else
				heat -= activeCooling * min(1., Heat());
		}
	}

	// Don't allow any levels to drop below zero.
	shields = max(0., shields);
	energy = max(0., energy);
	fuel = max(0., fuel);
	heat = max(0., heat);
}



void Ship::DoPassiveEffects(vector<Visual> &visuals, list<shared_ptr<Flotsam>> &flotsam)
{
	// Adjust the error in the pilot's targeting.
	personality.UpdateConfusion(firingCommands.IsFiring());

	// Handle ionization effects, etc.
	if(ionization)
		CreateSparks(visuals, "ion spark", ionization * .05);
	if(scrambling)
		CreateSparks(visuals, "scramble spark", scrambling * .05);
	if(disruption)
		CreateSparks(visuals, "disruption spark", disruption * .1);
	if(slowness)
		CreateSparks(visuals, "slowing spark", slowness * .1);
	if(discharge)
		CreateSparks(visuals, "discharge spark", discharge * .1);
	if(corrosion)
		CreateSparks(visuals, "corrosion spark", corrosion * .1);
	if(leakage)
		CreateSparks(visuals, "leakage spark", leakage * .1);
	if(burning)
		CreateSparks(visuals, "burning spark", burning * .1);
}



void Ship::DoJettison(list<shared_ptr<Flotsam>> &flotsam)
{
	if(forget)
		return;
	// Jettisoned cargo effects (only for ships in the current system).
	if(!jettisoned.empty())
	{
		jettisoned.front()->Place(*this);
		flotsam.splice(flotsam.end(), jettisoned, jettisoned.begin());
		return;
	}
	if(!jettisonedFromBay.empty())
	{
		auto &[newFlotsam, bayIndex] = jettisonedFromBay.front();
		newFlotsam->Place(*this, bayIndex);
		flotsam.emplace_back(std::move(newFlotsam));
		jettisonedFromBay.pop_front();
	}
}



void Ship::DoCloakDecision()
{
	if(isInvisible)
		return;
	// If you are forced to decloak (e.g. by running out of fuel) you can't
	// initiate cloaking again until you are fully decloaked.
	if(!cloak)
		cloakDisruption = max(0., cloakDisruption - 1.);

	// Attempting to cloak when the cloaking device can no longer operate (because of hull damage)
	// will result in it being uncloaked.
	const double minimalHullForCloak = attributes.Get("cloak hull threshold");
	if(minimalHullForCloak && (hull / attributes.Get("hull") < minimalHullForCloak))
		cloakDisruption = 1.;

	const double cloakingSpeed = CloakingSpeed();
	const double cloakingFuel = attributes.Get("cloaking fuel");
	const double cloakingEnergy = attributes.Get("cloaking energy");
	const double cloakingHull = attributes.Get("cloaking hull");
	const double cloakingShield = attributes.Get("cloaking shields");
	bool canCloak = (!isDisabled && cloakingSpeed > 0. && !cloakDisruption
		&& fuel >= cloakingFuel && energy >= cloakingEnergy
		&& MinimumHull() < hull - cloakingHull && shields >= cloakingShield);
	if(commands.Has(Command::CLOAK) && canCloak)
	{
		cloak = min(1., max(0., cloak + cloakingSpeed));
		fuel -= cloakingFuel;
		energy -= cloakingEnergy;
		shields -= cloakingShield;
		hull -= cloakingHull;
		heat += attributes.Get("cloaking heat");
		double cloakingShieldDelay = attributes.Get("cloaking shield delay");
		double cloakingHullDelay = attributes.Get("cloaking repair delay");
		cloakingShieldDelay = (cloakingShieldDelay < 1.) ?
			(Random::Real() <= cloakingShieldDelay) : cloakingShieldDelay;
		cloakingHullDelay = (cloakingHullDelay < 1.) ?
			(Random::Real() <= cloakingHullDelay) : cloakingHullDelay;
		shieldDelay += cloakingShieldDelay;
		hullDelay += cloakingHullDelay;
	}
	else if(cloakingSpeed)
	{
		cloak = max(0., cloak - cloakingSpeed);
		// If you're trying to cloak but are unable to (too little energy or
		// fuel) you're forced to decloak fully for one frame before you can
		// engage cloaking again.
		if(commands.Has(Command::CLOAK))
			cloakDisruption = max(cloakDisruption, 1.);
	}
	else
		cloak = 0.;
}



bool Ship::DoHyperspaceLogic(vector<Visual> &visuals)
{
	if(!hyperspaceSystem && !hyperspaceCount)
		return false;

	// Don't apply external acceleration while jumping.
	acceleration = Point();

	// Enter hyperspace.
	int direction = hyperspaceSystem ? 1 : -1;
	hyperspaceCount += direction;
	// Number of frames it takes to enter or exit hyperspace.
	static const int HYPER_C = 100;
	// Rate the ship accelerate and slow down when exiting hyperspace.
	static const double HYPER_A = 2.;
	static const double HYPER_D = 1000.;
	if(hyperspaceSystem)
		fuel -= hyperspaceFuelCost / HYPER_C;

	// Create the particle effects for the jump drive. This may create 100
	// or more particles per ship per turn at the peak of the jump.
	if(isUsingJumpDrive && !forget)
	{
		double sparkAmount = hyperspaceCount * Width() * Height() * .000006;
		const map<const Effect *, int> &jumpEffects = attributes.JumpEffects();
		if(jumpEffects.empty())
			CreateSparks(visuals, "jump drive", sparkAmount);
		else
		{
			// Spread the amount of particle effects created among all jump effects.
			sparkAmount /= jumpEffects.size();
			for(const auto &effect : jumpEffects)
				CreateSparks(visuals, effect.first, sparkAmount);
		}
	}

	if(hyperspaceCount == HYPER_C)
	{
		SetSystem(hyperspaceSystem);
		hyperspaceSystem = nullptr;
		targetSystem = nullptr;
		// Check if the target planet is in the destination system or not.
		const Planet *planet = (targetPlanet ? targetPlanet->GetPlanet() : nullptr);
		if(!planet || planet->IsWormhole() || !planet->IsInSystem(currentSystem))
			targetPlanet = nullptr;
		// Check if your parent has a target planet in this system.
		shared_ptr<Ship> parent = GetParent();
		if(!targetPlanet && parent && parent->targetPlanet)
		{
			planet = parent->targetPlanet->GetPlanet();
			if(planet && !planet->IsWormhole() && planet->IsInSystem(currentSystem))
				targetPlanet = parent->targetPlanet;
		}
		direction = -1;

		// If you have a target planet in the destination system, exit
		// hyperspace aimed at it. Otherwise, target the first planet that
		// has a spaceport.
		Point target;
		// Except when you arrive at an extra distance from the target,
		// in that case always use the system-center as target.
		double extraArrivalDistance = isUsingJumpDrive
			? currentSystem->ExtraJumpArrivalDistance() : currentSystem->ExtraHyperArrivalDistance();

		if(extraArrivalDistance == 0)
		{
			if(targetPlanet)
				target = targetPlanet->Position();
			else
			{
				for(const StellarObject &object : currentSystem->Objects())
					if(object.HasSprite() && object.HasValidPlanet()
							&& object.GetPlanet()->HasServices())
					{
						target = object.Position();
						break;
					}
			}
		}

		if(isUsingJumpDrive)
		{
			position = target + Angle::Random().Unit() * (300. * (Random::Real() + 1.) + extraArrivalDistance);
			return true;
		}

		// Have all ships exit hyperspace at the same distance so that
		// your escorts always stay with you.
		double distance = (HYPER_C * HYPER_C) * .5 * HYPER_A + HYPER_D;
		distance += extraArrivalDistance;
		position = (target - distance * angle.Unit());
		position += hyperspaceOffset;
		// Make sure your velocity is in exactly the direction you are
		// traveling in, so that when you decelerate there will not be a
		// sudden shift in direction at the end.
		velocity = velocity.Length() * angle.Unit();
	}
	if(!isUsingJumpDrive)
	{
		velocity += (HYPER_A * direction) * angle.Unit();
		if(!hyperspaceSystem)
		{
			// Exit hyperspace far enough from the planet to be able to land.
			// This does not take drag into account, so it is always an over-
			// estimate of how long it will take to stop.
			// We start decelerating after rotating about 150 degrees (that
			// is, about acos(.8) from the proper angle). So:
			// Stopping distance = .5*a*(v/a)^2 + (150/turn)*v.
			// Exit distance = HYPER_D + .25 * v^2 = stopping distance.
			double exitV = max(HYPER_A, MaxVelocity());
			double a = (.5 / Acceleration() - .25);
			double b = 150. / TurnRate();
			double discriminant = b * b - 4. * a * -HYPER_D;
			if(discriminant > 0.)
			{
				double altV = (-b + sqrt(discriminant)) / (2. * a);
				if(altV > 0. && altV < exitV)
					exitV = altV;
			}
			// If current velocity is less than or equal to targeted velocity
			// consider the hyperspace exit done.
			const Point facingUnit = angle.Unit();
			if(velocity.Dot(facingUnit) <= exitV)
			{
				velocity = facingUnit * exitV;
				hyperspaceCount = 0;
			}
		}
	}
	position += velocity;
	if(GetParent() && GetParent()->currentSystem == currentSystem)
	{
		hyperspaceOffset = position - GetParent()->position;
		double length = hyperspaceOffset.Length();
		if(length > 1000.)
			hyperspaceOffset *= 1000. / length;
	}

	return true;
}



bool Ship::DoLandingLogic()
{
	if(!landingPlanet && zoom >= 1.f)
		return false;

	// Don't apply external acceleration while landing.
	acceleration = Point();

	// If a ship was disabled at the very moment it began landing, do not
	// allow it to continue landing.
	if(isDisabled)
		landingPlanet = nullptr;

	float landingSpeed = attributes.Get("landing speed");
	landingSpeed = landingSpeed > 0 ? landingSpeed : .02f;
	// Special ships do not disappear forever when they land; they
	// just slowly refuel.
	if(landingPlanet && zoom)
	{
		// Move the ship toward the center of the planet while landing.
		if(GetTargetStellar())
			position = .97 * position + .03 * GetTargetStellar()->Position();
		zoom -= landingSpeed;
		if(zoom <= 0.f)
		{
			// If this is not a special ship, it ceases to exist when it
			// lands on a true planet. If this is a wormhole, the ship is
			// instantly transported.
			if(landingPlanet->IsWormhole())
			{
				SetSystem(&landingPlanet->GetWormhole()->WormholeDestination(*currentSystem));
				for(const StellarObject &object : currentSystem->Objects())
					if(object.GetPlanet() == landingPlanet)
						position = object.Position();
				SetTargetStellar(nullptr);
				SetTargetSystem(nullptr);
				landingPlanet = nullptr;
			}
			else if(!isSpecial || personality.IsFleeing())
			{
				bool escortsLanded = true;
				for(const auto &it : escorts)
				{
					const auto escort = it.lock();
					// Check if escorts are also landed, destroyed, disabled, or being carried.
					if(!escort || escort->IsDestroyed() || escort->IsDisabled() || escort->zoom == 0.f
							|| !escort->GetSystem())
						continue;
					escortsLanded = false;
					break;
				}
				if(escortsLanded)
					MarkForRemoval();
				return true;
			}

			SetTargetAsteroid(nullptr);
			SetTargetFlotsam(nullptr);
			SetTargetShip(nullptr);

			zoom = 0.f;
		}
	}
	// Only refuel if this planet has a spaceport.
	else if(fuel >= attributes.Get("fuel capacity")
			|| !landingPlanet || !landingPlanet->GetPort().CanRecharge(Port::RechargeType::Fuel))
	{
		zoom = min(1.f, zoom + landingSpeed);
		SetTargetStellar(nullptr);
		landingPlanet = nullptr;
	}
	else
		fuel = min(fuel + 1., attributes.Get("fuel capacity"));

	// Move the ship at the velocity it had when it began landing, but
	// scaled based on how small it is now.
	if(zoom > 0.f)
		position += velocity * zoom;

	return true;
}



void Ship::DoInitializeMovement()
{
	// If you're disabled, you can't initiate landing or jumping.
	if(isDisabled)
		return;

	if(commands.Has(Command::LAND) && CanLand())
		landingPlanet = GetTargetStellar()->GetPlanet();
	else if(commands.Has(Command::JUMP) && IsReadyToJump())
	{
		hyperspaceSystem = GetTargetSystem();
		pair<JumpType, double> jumpUsed = navigation.GetCheapestJumpType(hyperspaceSystem);
		isUsingJumpDrive = (jumpUsed.first == JumpType::JUMP_DRIVE);
		hyperspaceFuelCost = jumpUsed.second;
	}
}



void Ship::StepPilot()
{
	int requiredCrew = RequiredCrew();

	if(pilotError)
		--pilotError;
	else if(pilotOkay)
		--pilotOkay;
	else if(isDisabled)
	{
		// If the ship is disabled, don't show a warning message due to missing crew.
	}
	else if(requiredCrew && static_cast<int>(Random::Int(requiredCrew)) >= Crew())
	{
		pilotError = 30;
		if(isYours || personality.IsEscort())
		{
			if(!parent.lock())
				Messages::Add("Your ship is moving erratically because you do not have enough crew to pilot it."
					, Messages::Importance::Low);
			else if(Preferences::Has("Extra fleet status messages"))
				Messages::Add("The " + givenName + " is moving erratically because there are not enough crew to pilot it."
					, Messages::Importance::Low);
		}
	}
	else
		pilotOkay = 30;
}



// This ship is not landing or entering hyperspace. So, move it. If it is
// disabled, all it can do is slow down to a stop.
void Ship::DoMovement(bool &isUsingAfterburner)
{
	isUsingAfterburner = false;

	double mass = InertialMass();
	double dragForce = DragForce();
	double slowMultiplier = 1. / (1. + slowness * .05);

	if(isDisabled)
		velocity *= 1. - dragForce;
	else if(!pilotError)
	{
		if(commands.Turn())
		{
			// Check if we are able to turn.
			double cost = attributes.Get("turning energy");
			if(cost > 0. && energy < cost * fabs(commands.Turn()))
				commands.SetTurn(copysign(energy / cost, commands.Turn()));

			cost = attributes.Get("turning shields");
			if(cost > 0. && shields < cost * fabs(commands.Turn()))
				commands.SetTurn(copysign(shields / cost, commands.Turn()));

			cost = attributes.Get("turning hull");
			if(cost > 0. && hull < cost * fabs(commands.Turn()))
				commands.SetTurn(copysign(hull / cost, commands.Turn()));

			cost = attributes.Get("turning fuel");
			if(cost > 0. && fuel < cost * fabs(commands.Turn()))
				commands.SetTurn(copysign(fuel / cost, commands.Turn()));

			cost = -attributes.Get("turning heat");
			if(cost > 0. && heat < cost * fabs(commands.Turn()))
				commands.SetTurn(copysign(heat / cost, commands.Turn()));

			if(commands.Turn())
			{
				isSteering = true;
				steeringDirection = commands.Turn();
				IncrementThrusterHeld(steeringDirection < 0. ? ThrustKind::LEFT : ThrustKind::RIGHT);
				// If turning at a fraction of the full rate (either from lack of
				// energy or because of tracking a target), only consume a fraction
				// of the turning energy and produce a fraction of the heat.
				double scale = fabs(commands.Turn());

				shields -= scale * attributes.Get("turning shields");
				hull -= scale * attributes.Get("turning hull");
				energy -= scale * attributes.Get("turning energy");
				fuel -= scale * attributes.Get("turning fuel");
				heat += scale * attributes.Get("turning heat");
				discharge += scale * attributes.Get("turning discharge");
				corrosion += scale * attributes.Get("turning corrosion");
				ionization += scale * attributes.Get("turning ion");
				scrambling += scale * attributes.Get("turning scramble");
				leakage += scale * attributes.Get("turning leakage");
				burning += scale * attributes.Get("turning burn");
				slowness += scale * attributes.Get("turning slowing");
				disruption += scale * attributes.Get("turning disruption");

				Turn(commands.Turn() * TurnRate() * slowMultiplier);
			}
		}
		double thrustCommand = commands.Has(Command::FORWARD) - commands.Has(Command::BACK);
		double thrust = 0.;
		if(thrustCommand)
		{
			// Check if we are able to apply this thrust.
			double cost = attributes.Get((thrustCommand > 0.) ?
				"thrusting energy" : "reverse thrusting energy");
			if(cost > 0. && energy < cost * fabs(thrustCommand))
				thrustCommand = copysign(energy / cost, thrustCommand);

			cost = attributes.Get((thrustCommand > 0.) ?
				"thrusting shields" : "reverse thrusting shields");
			if(cost > 0. && shields < cost * fabs(thrustCommand))
				thrustCommand = copysign(shields / cost, thrustCommand);

			cost = attributes.Get((thrustCommand > 0.) ?
				"thrusting hull" : "reverse thrusting hull");
			if(cost > 0. && hull < cost * fabs(thrustCommand))
				thrustCommand = copysign(hull / cost, thrustCommand);

			cost = attributes.Get((thrustCommand > 0.) ?
				"thrusting fuel" : "reverse thrusting fuel");
			if(cost > 0. && fuel < cost * fabs(thrustCommand))
				thrustCommand = copysign(fuel / cost, thrustCommand);

			cost = -attributes.Get((thrustCommand > 0.) ?
				"thrusting heat" : "reverse thrusting heat");
			if(cost > 0. && heat < cost * fabs(thrustCommand))
				thrustCommand = copysign(heat / cost, thrustCommand);

			if(thrustCommand)
			{
				// If a reverse thrust is commanded and the capability does not
				// exist, ignore it (do not even slow under drag).
				isThrusting = (thrustCommand > 0.);
				isReversing = !isThrusting && attributes.Get("reverse thrust");
				thrust = attributes.Get(isThrusting ? "thrust" : "reverse thrust");
				IncrementThrusterHeld(isReversing ? ThrustKind::REVERSE : ThrustKind::FORWARD);
				if(thrust)
				{
					double scale = fabs(thrustCommand);

					shields -= scale * attributes.Get(isThrusting ? "thrusting shields" : "reverse thrusting shields");
					hull -= scale * attributes.Get(isThrusting ? "thrusting hull" : "reverse thrusting hull");
					energy -= scale * attributes.Get(isThrusting ? "thrusting energy" : "reverse thrusting energy");
					fuel -= scale * attributes.Get(isThrusting ? "thrusting fuel" : "reverse thrusting fuel");
					heat += scale * attributes.Get(isThrusting ? "thrusting heat" : "reverse thrusting heat");
					discharge += scale * attributes.Get(isThrusting ? "thrusting discharge" : "reverse thrusting discharge");
					corrosion += scale * attributes.Get(isThrusting ? "thrusting corrosion" : "reverse thrusting corrosion");
					ionization += scale * attributes.Get(isThrusting ? "thrusting ion" : "reverse thrusting ion");
					scrambling += scale * attributes.Get(isThrusting ? "thrusting scramble" :
						"reverse thrusting scramble");
					burning += scale * attributes.Get(isThrusting ? "thrusting burn" : "reverse thrusting burn");
					leakage += scale * attributes.Get(isThrusting ? "thrusting leakage" : "reverse thrusting leakage");
					slowness += scale * attributes.Get(isThrusting ? "thrusting slowing" : "reverse thrusting slowing");
					disruption += scale * attributes.Get(isThrusting ? "thrusting disruption" : "reverse thrusting disruption");

					acceleration += angle.Unit() * thrustCommand * (isThrusting ? Acceleration() : ReverseAcceleration());
				}
			}
		}
		bool applyAfterburner = (commands.Has(Command::AFTERBURNER) || (thrustCommand > 0. && !thrust))
				&& !CannotAct(Ship::ActionType::AFTERBURNER);
		if(applyAfterburner)
		{
			thrust = attributes.Get("afterburner thrust");
			double shieldCost = attributes.Get("afterburner shields");
			double hullCost = attributes.Get("afterburner hull");
			double energyCost = attributes.Get("afterburner energy");
			double fuelCost = attributes.Get("afterburner fuel");
			double heatCost = -attributes.Get("afterburner heat");

			double dischargeCost = attributes.Get("afterburner discharge");
			double corrosionCost = attributes.Get("afterburner corrosion");
			double ionCost = attributes.Get("afterburner ion");
			double scramblingCost = attributes.Get("afterburner scramble");
			double leakageCost = attributes.Get("afterburner leakage");
			double burningCost = attributes.Get("afterburner burn");

			double slownessCost = attributes.Get("afterburner slowing");
			double disruptionCost = attributes.Get("afterburner disruption");

			if(thrust && shields >= shieldCost && hull >= hullCost
				&& energy >= energyCost && fuel >= fuelCost && heat >= heatCost)
			{
				shields -= shieldCost;
				hull -= hullCost;
				energy -= energyCost;
				fuel -= fuelCost;
				heat -= heatCost;

				discharge += dischargeCost;
				corrosion += corrosionCost;
				ionization += ionCost;
				scrambling += scramblingCost;
				leakage += leakageCost;
				burning += burningCost;

				slowness += slownessCost;
				disruption += disruptionCost;

				acceleration += angle.Unit() * (1. + attributes.Get("acceleration multiplier")) * thrust / mass;

				// Only create the afterburner effects if the ship is in the player's system.
				isUsingAfterburner = !forget;
			}
		}
	}
	if(acceleration)
	{
		acceleration *= slowMultiplier;
		// Acceleration multiplier needs to modify effective drag, otherwise it changes top speeds.
		Point dragAcceleration = acceleration - velocity * dragForce * (1. + attributes.Get("acceleration multiplier"));
		// Make sure dragAcceleration has nonzero length, to avoid divide by zero.
		if(dragAcceleration)
		{
			// What direction will the net acceleration be if this drag is applied?
			// If the net acceleration will be opposite the thrust, do not apply drag.
			dragAcceleration *= .5 * (acceleration.Unit().Dot(dragAcceleration.Unit()) + 1.);

			// A ship can only "cheat" to stop if it is moving slow enough that
			// it could stop completely this frame. This is to avoid overshooting
			// when trying to stop and ending up headed in the other direction.
			if(commands.Has(Command::STOP))
			{
				// How much acceleration would it take to come to a stop in the
				// direction normal to the ship's current facing? This is only
				// possible if the acceleration plus drag vector is in the
				// opposite direction from the velocity vector when both are
				// projected onto the current facing vector, and the acceleration
				// vector is the larger of the two.
				double vNormal = velocity.Dot(angle.Unit());
				double aNormal = dragAcceleration.Dot(angle.Unit());
				if((aNormal > 0.) != (vNormal > 0.) && fabs(aNormal) > fabs(vNormal))
					dragAcceleration = -vNormal * angle.Unit();
			}
			velocity += dragAcceleration;
		}
		acceleration = Point();
	}
}



void Ship::StepTargeting()
{
	// Boarding:
	shared_ptr<const Ship> target = GetTargetShip();
	// If this is a fighter or drone and it is not assisting someone at the
	// moment, its boarding target should be its parent ship.
	// Unless the player uses a fighter as their flagship and is boarding an enemy ship.
	if(CanBeCarried() && !(target && (target == GetShipToAssist() || isYours)))
		target = GetParent();
	if(target && !isDisabled)
	{
		Point dp = (target->position - position);
		double distance = dp.Length();
		Point dv = (target->velocity - velocity);
		double speed = dv.Length();
		isBoarding = (distance < 50. && speed < 1. && commands.Has(Command::BOARD));
		if(isBoarding && !CanBeCarried())
		{
			if(!target->IsDisabled() && government->IsEnemy(target->government))
				isBoarding = false;
			else if(target->IsDestroyed() || target->IsLanding() || target->IsHyperspacing()
					|| target->GetSystem() != GetSystem())
				isBoarding = false;
		}
		if(isBoarding && !pilotError)
		{
			Angle facing = angle;
			bool left = target->Unit().Cross(facing.Unit()) < 0.;
			double turn = left - !left;

			// Check if the ship will still be pointing to the same side of the target
			// angle if it turns by this amount.
			facing += TurnRate() * turn;
			bool stillLeft = target->Unit().Cross(facing.Unit()) < 0.;
			if(left != stillLeft)
				turn = 0.;
			angle += TurnRate() * turn;

			velocity += dv.Unit() * .1;
			position += dp.Unit() * .5;

			if(distance < 10. && speed < 1. && ((CanBeCarried() && government == target->government) || !turn))
			{
				if(cloak && !attributes.Get("cloaked boarding"))
				{
					// Allow the player to get all the way to the end of the
					// boarding sequence (including locking on to the ship) but
					// not to actually board, if they are cloaked, except if they have "cloaked boarding".
					if(isYours)
						Messages::Add("You cannot board a ship while cloaked.", Messages::Importance::HighestNoRepeat);
				}
				else
				{
					isBoarding = false;
					bool isEnemy = government->IsEnemy(target->government);
					if(isEnemy && Random::Real() < target->Attributes().Get("self destruct"))
					{
						Messages::Add("The " + target->DisplayModelName() + " \"" + target->GivenName()
							+ "\" has activated its self-destruct mechanism.", Messages::Importance::High);
						GetTargetShip()->SelfDestruct();
					}
					else
						hasBoarded = true;
				}
			}
		}
	}

	// Clear your target if it is destroyed. This is only important for NPCs,
	// because ordinary ships cease to exist once they are destroyed.
	target = GetTargetShip();
	if(target && target->IsDestroyed() && target->explosionCount >= target->explosionTotal)
		targetShip.reset();
}



// Finally, move the ship and create any movement visuals.
void Ship::DoEngineVisuals(vector<Visual> &visuals, bool isUsingAfterburner)
{
	if(isUsingAfterburner && !Attributes().AfterburnerEffects().empty())
	{
		double gimbalDirection = (Commands().Has(Command::FORWARD) || Commands().Has(Command::BACK))
			* -Commands().Turn();

		for(const EnginePoint &point : enginePoints)
		{
			Angle gimbal = Angle(gimbalDirection * point.gimbal.Degrees());
			Angle afterburnerAngle = angle + point.facing + gimbal;
			Point pos = angle.Rotate(point) * Zoom() + position;
			// Stream the afterburner effects outward in the direction the engines are facing.
			Point effectVelocity = velocity - 6. * afterburnerAngle.Unit();
			for(auto &&it : Attributes().AfterburnerEffects())
				for(int i = 0; i < it.second; ++i)
					visuals.emplace_back(*it.first, pos, effectVelocity, afterburnerAngle, Point{}, point.zoom);
		}
	}
}



// Add escorts to this ship. Escorts look to the parent ship for movement
// cues and try to stay with it when it lands or goes into hyperspace.
void Ship::AddEscort(Ship &ship)
{
	escorts.push_back(ship.shared_from_this());
}



void Ship::RemoveEscort(const Ship &ship)
{
	auto it = escorts.begin();
	while(it != escorts.end())
	{
		auto escort = it->lock();
		if(escort.get() == &ship)
		{
			it = escorts.erase(it);
			return;
		}
		else
			++it;
	}
}



double Ship::MinimumHull() const
{
	if(neverDisabled)
		return 0.;

	double maximumHull = MaxHull();
	double absoluteThreshold = attributes.Get("absolute threshold");
	if(absoluteThreshold > 0.)
		return absoluteThreshold;

	double thresholdPercent = attributes.Get("threshold percentage");
	double transition = 1 / (1 + 0.0005 * maximumHull);
	double minimumHull = maximumHull * (thresholdPercent > 0.
		? min(thresholdPercent, 1.) : 0.1 * (1. - transition) + 0.5 * transition);

	return max(0., floor(minimumHull + attributes.Get("hull threshold")));
}



void Ship::CreateExplosion(vector<Visual> &visuals, bool spread)
{
	if(!HasSprite() || !GetMask().IsLoaded() || explosionEffects.empty())
		return;

	// Bail out if this loops enough times, just in case.
	for(int i = 0; i < 10; ++i)
	{
		Point point((Random::Real() - .5) * Width(),
			(Random::Real() - .5) * Height());
		if(GetMask().Contains(point, Angle()))
		{
			// Pick an explosion.
			int type = Random::Int(explosionTotal);
			auto it = explosionEffects.begin();
			for( ; it != explosionEffects.end(); ++it)
			{
				type -= it->second;
				if(type < 0)
					break;
			}
			Point effectVelocity = velocity;
			if(spread)
			{
				double scale = .04 * (Width() + Height());
				effectVelocity += Angle::Random().Unit() * (scale * Random::Real());
			}
			visuals.emplace_back(*it->first, angle.Rotate(point) + position, std::move(effectVelocity), angle);
			++explosionCount;
			return;
		}
	}
}



// Place a "spark" effect, like ionization or disruption.
void Ship::CreateSparks(vector<Visual> &visuals, const string &name, double amount)
{
	CreateSparks(visuals, GameData::Effects().Get(name), amount);
}



void Ship::CreateSparks(vector<Visual> &visuals, const Effect *effect, double amount)
{
	if(forget)
		return;

	// Limit the number of sparks, depending on the size of the sprite.
	amount = min(amount, Width() * Height() * .0006);
	// Preallocate capacity, in case we're adding a non-trivial number of sparks.
	visuals.reserve(visuals.size() + static_cast<int>(amount));

	while(true)
	{
		amount -= Random::Real();
		if(amount <= 0.)
			break;

		Point point((Random::Real() - .5) * Width(),
			(Random::Real() - .5) * Height());
		if(GetMask().Contains(point, Angle()))
			visuals.emplace_back(*effect, angle.Rotate(point) + position, velocity, angle);
	}
}



double Ship::CalculateAttraction() const
{
	return max(0., .4 * sqrt(attributes.Get("cargo space")) - 1.8);
}



double Ship::CalculateDeterrence() const
{
	double tempDeterrence = 0.;
	for(const Hardpoint &hardpoint : Weapons())
		if(hardpoint.GetOutfit())
		{
			const Outfit *weapon = hardpoint.GetOutfit();
			// 1 DoT damage of type X = 100 damage of type X over an extended period of time
			// (~95 damage after 5 seconds, ~99 damage after 8 seconds). Therefore, multiply
			// DoT damage types by 100. Disruption, scrambling, and slowing don't have an
			// analogous instantaneous damage type, but still just multiply them by 100 to
			// stay consistent.

			// Compare the relative damage types to the strength of the firing ship, since we
			// have nothing else to reasonably compare against.

			// Shield and hull damage are the primary damage types that dictate combat, so
			// consider the full damage dealt by these types for the strength of a weapon.
			double shieldFactor = weapon->ShieldDamage()
					+ weapon->RelativeShieldDamage() * MaxShields()
					+ weapon->DischargeDamage() * 100.;
			double hullFactor = weapon->HullDamage()
					+ weapon->RelativeHullDamage() * MaxHull()
					+ weapon->CorrosionDamage() * 100.;

			// Other damage types don't outright destroy ships, so they aren't considered
			// as heavily in the strength of a weapon.
			double energyFactor = weapon->EnergyDamage()
					+ weapon->RelativeEnergyDamage() * attributes.Get("energy capacity")
					+ weapon->IonDamage() * 100.;
			double heatFactor = weapon->HeatDamage()
					+ weapon->RelativeHeatDamage() * MaximumHeat()
					+ weapon->BurnDamage() * 100.;
			double fuelFactor = weapon->FuelDamage()
					+ weapon->RelativeFuelDamage() * attributes.Get("fuel capacity")
					+ weapon->LeakDamage() * 100.;
			double scramblingFactor = weapon->ScramblingDamage() * 100.;
			double slowingFactor = weapon->SlowingDamage() * 100.;
			double disruptionFactor = weapon->DisruptionDamage() * 100.;

			// Disabled and asteroid damage are ignored because they don't matter in combat.

			double strength = shieldFactor + hullFactor + 0.2 * (energyFactor + heatFactor + fuelFactor
					+ scramblingFactor + slowingFactor + disruptionFactor);
			tempDeterrence += .12 * strength / weapon->Reload();
		}
	return tempDeterrence;
}



void Ship::IncrementThrusterHeld(Ship::ThrustKind kind)
{
	uint8_t &heldFrame = thrustHeldFrames[static_cast<size_t>(kind)];
	heldFrame = min(MAX_THRUST_HELD_FRAMES, static_cast<uint8_t>(heldFrame + 2));
}



void Ship::Jettison(shared_ptr<Flotsam> toJettison)
{
	if(currentSystem)
	{
		jettisoned.emplace_back(toJettison);
		return;
	}
	// If this ship is currently being carried by another, transfer Flotsam to be jettisoned to the carrier.
	shared_ptr<Ship> carrier = parent.lock();
	if(!carrier)
		return;
	size_t bayIndex = 0;
	for(const auto &bay : carrier->Bays())
	{
		if(bay.ship.get() == this)
		{
			carrier->jettisonedFromBay.emplace_back(toJettison, bayIndex);
			break;
		}
		++bayIndex;
	}
}